@database "IMAGINE MAILING LIST" @WIDTH 80 @font topaz.font 8 @index Index @node MAIN "IMAGINE MAILING LIST NUMBER V63" @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 #63 | | covering messages from Jun 01 1995 to Jun 30 1995. | | | | If you have any questions or problems with this file, E-mail Joop vd Wege | | at Joop.vandeWege@medew.ento.wau.nl | | To join the IML, send email to: imagine-request@email.eag.unisysgsg.com | | and in the subject line type in: 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 V63 CONTENTS" Click-->@{" 1 " link IML-1} MSG- 1 Subject: Re: Trouble using tiff file as brush map Click-->@{" 2 " link IML-2} MSG- 2 Subject: DOF Click-->@{" 3 " link IML-3} MSG- 3 Subject: ReversePath'sDirection? Click-->@{" 4 " link IML-4} MSG- 4 Subject: Re: Help with an effect Click-->@{" 5 " link IML-5} MSG- 5 Subject: Re: Two things Click-->@{" 6 " link IML-6} MSG- 6 Subject: Making Movies (Mostly...) *grin* Click-->@{" 7 " link IML-7} MSG- 7 Subject: Trouble using tiff file as brush map Click-->@{" 8 " link IML-8} MSG- 8 Subject: TIP : Depth of Field Click-->@{" 9 " link IML-9} MSG- 9 Subject: Re: RE: Trouble using tiff file as brush map Click-->@{" 10 " link IML-10} MSG- 10 Subject: RE: Trouble using tiff file as brush map Click-->@{" 11 " link IML-11} MSG- 11 Subject: 3ds objects on Imagine? Click-->@{" 12 " link IML-12} MSG- 12 Subject: Re: Trouble using tiff file as brush map Click-->@{" 13 " link IML-13} MSG- 13 Subject: Simpson/Goldman Murder Animation Click-->@{" 14 " link IML-14} MSG- 14 Subject: Re: Two things Click-->@{" 15 " link IML-15} MSG- 15 Subject: Depth of field camera settings Click-->@{" 16 " link IML-16} MSG- 16 Subject: Re: Making Movies (Mostly...) *grin* Click-->@{" 17 " link IML-17} MSG- 17 Subject: Re: 3ds objects on Imagine? Click-->@{" 18 " link IML-18} MSG- 18 Subject: Re: Lighting Calculations Click-->@{" 19 " link IML-19} MSG- 19 Subject: Re: How do I create a picture on my AMIGA for the PC world? Click-->@{" 20 " link IML-20} MSG- 20 Subject: Re: Lighting Calculations Click-->@{" 21 " link IML-21} MSG- 21 Subject: Rotoscoping Click-->@{" 22 " link IML-22} MSG- 22 Subject: Re:MyHomepage(Tom) Click-->@{" 23 " link IML-23} MSG- 23 Subject: RE:Help with an effect Click-->@{" 24 " link IML-24} MSG- 24 Subject: Re:Objects&Attributes Click-->@{" 25 " link IML-25} MSG- 25 Subject: TEXTURE-DIFFERES Click-->@{" 26 " link IML-26} MSG- 26 Subject: Re: Rotoscoping Click-->@{" 27 " link IML-27} MSG- 27 Subject: RE:color text failure Click-->@{" 28 " link IML-28} MSG- 28 ------=> Sorry NO Subject! Click-->@{" 29 " link IML-29} MSG- 29 Subject: Color text failure Click-->@{" 30 " link IML-30} MSG- 30 Subject: RE: 3ds objects on Imagine? Click-->@{" 31 " link IML-31} MSG- 31 Subject: Computer espionage by M$ (fwd) Click-->@{" 32 " link IML-32} MSG- 32 Subject: Movie Click-->@{" 33 " link IML-33} MSG- 33 Subject: Gfx formats to use as brush Click-->@{" 34 " link IML-34} MSG- 34 Subject: Light Flash (was Re: Lighting Calculations) Click-->@{" 35 " link IML-35} MSG- 35 Subject: Re: Lighting Calculations Click-->@{" 36 " link IML-36} MSG- 36 Subject: Re: Rotoscoping Click-->@{" 37 " link IML-37} MSG- 37 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 38 " link IML-38} MSG- 38 Subject: ReversePath'sDirection? Click-->@{" 39 " link IML-39} MSG- 39 Subject: Re: Two things Click-->@{" 40 " link IML-40} MSG- 40 Subject: Re: Two things Click-->@{" 41 " link IML-41} MSG- 41 Subject: Re: Light Flash (was Re: Ligh... Click-->@{" 42 " link IML-42} MSG- 42 Subject: Re: TEXTURE-DIFFERES Click-->@{" 43 " link IML-43} MSG- 43 Subject: Re: gfx formats to use as brush Click-->@{" 44 " link IML-44} MSG- 44 Subject: 3ds objects on Imagine? Click-->@{" 45 " link IML-45} MSG- 45 Subject: Re:MyHomepage(Tom) Click-->@{" 46 " link IML-46} MSG- 46 Subject: TEXTURE-DIFFERES Click-->@{" 47 " link IML-47} MSG- 47 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 48 " link IML-48} MSG- 48 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 49 " link IML-49} MSG- 49 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 50 " link IML-50} MSG- 50 Subject: Spline Ed SubGroups Click-->@{" 51 " link IML-51} MSG- 51 Subject: Re: color text failure Click-->@{" 52 " link IML-52} MSG- 52 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 53 " link IML-53} MSG- 53 Subject: Re: Lighting Calculations Click-->@{" 54 " link IML-54} MSG- 54 Subject: Re: Rotoscoping Click-->@{" 55 " link IML-55} MSG- 55 Subject: Re: Lighting Calculations Click-->@{" 56 " link IML-56} MSG- 56 Subject: Re: different fluids - different colours Click-->@{" 57 " link IML-57} MSG- 57 Subject: Re: Lighting Calculations Click-->@{" 58 " link IML-58} MSG- 58 Subject: Re: Spline Ed SubGroups Click-->@{" 59 " link IML-59} MSG- 59 Subject: Re: Lighting Calculations Click-->@{" 60 " link IML-60} MSG- 60 Subject: Ham6 to fli/flc? Click-->@{" 61 " link IML-61} MSG- 61 Subject: Re: Rotoscoping Click-->@{" 62 " link IML-62} MSG- 62 Subject: Animator Salary Inquiry Click-->@{" 63 " link IML-63} MSG- 63 Subject: Re: Spline Ed SubGroups Click-->@{" 64 " link IML-64} MSG- 64 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 65 " link IML-65} MSG- 65 Subject: RE: Rotoscoping Click-->@{" 66 " link IML-66} MSG- 66 Subject: SWapCRF, SOLID Click-->@{" 67 " link IML-67} MSG- 67 Subject: Re: ham6 to fli/flc? Click-->@{" 68 " link IML-68} MSG- 68 Subject: IML archives on Aminet Click-->@{" 69 " link IML-69} MSG- 69 Subject: Quickie-Ground Cover Click-->@{" 70 " link IML-70} MSG- 70 Subject: Re: Old Antialias Switch? Click-->@{" 71 " link IML-71} MSG- 71 Subject: Re: Rotoscoping Click-->@{" 72 " link IML-72} MSG- 72 Subject: Re: Rotoscoping Click-->@{" 73 " link IML-73} MSG- 73 Subject: (Not so) Quickie! :) Click-->@{" 74 " link IML-74} MSG- 74 Subject: Re: Old Antialias Switch? Click-->@{" 75 " link IML-75} MSG- 75 Subject: RE: Rotoscoping Click-->@{" 76 " link IML-76} MSG- 76 Subject: Re: SWapCRF, SOLID Click-->@{" 77 " link IML-77} MSG- 77 Subject: Hands and Feet Click-->@{" 78 " link IML-78} MSG- 78 Subject: Re: Rotoscoping Click-->@{" 79 " link IML-79} MSG- 79 Subject: Re: Rotoscoping Click-->@{" 80 " link IML-80} MSG- 80 Subject: Explosion Flash Click-->@{" 81 " link IML-81} MSG- 81 Subject: Re: Rotoscoping Click-->@{" 82 " link IML-82} MSG- 82 Subject: Re: Rotoscoping Click-->@{" 83 " link IML-83} MSG- 83 Subject: SWapCRF, SOLID Click-->@{" 84 " link IML-84} MSG- 84 Subject: Re: Rotoscoping Click-->@{" 85 " link IML-85} MSG- 85 Subject: Amiga/PC Networking Click-->@{" 86 " link IML-86} MSG- 86 Subject: Re: Lighting Calculations Click-->@{" 87 " link IML-87} MSG- 87 Subject: Re: Old Antialias Switch? Click-->@{" 88 " link IML-88} MSG- 88 Subject: Quickie-Ground Cover Click-->@{" 89 " link IML-89} MSG- 89 Subject: Re: Old Antialias Switch? Click-->@{" 90 " link IML-90} MSG- 90 Subject: Re: Hands and Feet Click-->@{" 91 " link IML-91} MSG- 91 Subject: Re: SWapCRF, SOLID Click-->@{" 92 " link IML-92} MSG- 92 Subject: Apex contact info Click-->@{" 93 " link IML-93} MSG- 93 Subject: Re: SWapCRF, SOLID Click-->@{" 94 " link IML-94} MSG- 94 Subject: Re: Animator Salary Inquiry Click-->@{" 95 " link IML-95} MSG- 95 Subject: Re: Quickie-Ground Cover Click-->@{" 96 " link IML-96} MSG- 96 Subject: Re: Hands and Feet Click-->@{" 97 " link IML-97} MSG- 97 Subject: Re: Hands and Feet Click-->@{" 98 " link IML-98} MSG- 98 Subject: Re: Rotoscoping Click-->@{" 99 " link IML-99} MSG- 99 Subject: Re: Rotoscoping Click-->@{" 100 " link IML-100} MSG- 100 Subject: Hands and Feet Click-->@{" 101 " link IML-101} MSG- 101 Subject: Variation on a theme Click-->@{" 102 " link IML-102} MSG- 102 Subject: Re: Quickie-Ground Cover Click-->@{" 103 " link IML-103} MSG- 103 Subject: New Ground Cover Click-->@{" 104 " link IML-104} MSG- 104 Subject: Rotoscoping Click-->@{" 105 " link IML-105} MSG- 105 Subject: 3DS to Imagine converter Click-->@{" 106 " link IML-106} MSG- 106 Subject: ? Click-->@{" 107 " link IML-107} MSG- 107 Subject: Re:Different Fluids Click-->@{" 108 " link IML-108} MSG- 108 Subject: RE:ROTOSCOPING Click-->@{" 109 " link IML-109} MSG- 109 Subject: AQUA JET VAPOUR Click-->@{" 110 " link IML-110} MSG- 110 Subject: RE:My Homepage Click-->@{" 111 " link IML-111} MSG- 111 Subject: Re: Rotoscoping Click-->@{" 112 " link IML-112} MSG- 112 Subject: Re: Old Antialias Switch? Click-->@{" 113 " link IML-113} MSG- 113 Subject: Book on writing textures Click-->@{" 114 " link IML-114} MSG- 114 Subject: Re: Lighting Calculations Click-->@{" 115 " link IML-115} MSG- 115 Subject: Mobius Strip Anim Click-->@{" 116 " link IML-116} MSG- 116 Subject: DXF to Imagine Click-->@{" 117 " link IML-117} MSG- 117 Subject: Re: AQUA JET VAPOUR Click-->@{" 118 " link IML-118} MSG- 118 Subject: Amiga anims to PC? Click-->@{" 119 " link IML-119} MSG- 119 Subject: Re: DXF to Imagine Click-->@{" 120 " link IML-120} MSG- 120 Subject: RE: Lighting Calculations Click-->@{" 121 " link IML-121} MSG- 121 Subject: For those who want to UNSUBSCRIBE Click-->@{" 122 " link IML-122} MSG- 122 Subject: Re: SWapCRF, SOLID Click-->@{" 123 " link IML-123} MSG- 123 Subject: RE: DXF to Imagine Click-->@{" 124 " link IML-124} MSG- 124 Subject: Re: (Not so) Quickie! :) (fwd) Click-->@{" 125 " link IML-125} MSG- 125 Subject: RE:My Homepage Click-->@{" 126 " link IML-126} MSG- 126 Subject: Quickie-Ground Cover Click-->@{" 127 " link IML-127} MSG- 127 Subject: Re: Lighting Calculations Click-->@{" 128 " link IML-128} MSG- 128 Subject: Re: DXF to Imagine Click-->@{" 129 " link IML-129} MSG- 129 Subject: Re: Rotoscoping Click-->@{" 130 " link IML-130} MSG- 130 Subject: Re: Lighting Calculations Click-->@{" 131 " link IML-131} MSG- 131 Subject: Rotoscoping Click-->@{" 132 " link IML-132} MSG- 132 Subject: DCTV/DigiView digitizing (was: Rotoscoping) Click-->@{" 133 " link IML-133} MSG- 133 Subject: Re: SWapCRF, SOLID Click-->@{" 134 " link IML-134} MSG- 134 Subject: Wire-frame rendering Click-->@{" 135 " link IML-135} MSG- 135 Subject: Re: Rotoscoping Click-->@{" 136 " link IML-136} MSG- 136 Subject: Wireframe redux Click-->@{" 137 " link IML-137} MSG- 137 Subject: Wire-frame rendering Click-->@{" 138 " link IML-138} MSG- 138 Subject: FTP Problems Click-->@{" 139 " link IML-139} MSG- 139 Subject: Conformations Click-->@{" 140 " link IML-140} MSG- 140 Subject: Re: Explosion Flash Click-->@{" 141 " link IML-141} MSG- 141 Subject: Amiga-PHOENIX Click-->@{" 142 " link IML-142} MSG- 142 Subject: Re: Wire-frame rendering Click-->@{" 143 " link IML-143} MSG- 143 Subject: Re: rotoscoping Click-->@{" 144 " link IML-144} MSG- 144 Subject: Imagine 3.3 Click-->@{" 145 " link IML-145} MSG- 145 Subject: Conformations Click-->@{" 146 " link IML-146} MSG- 146 Subject: Imagine 3.3 Click-->@{" 147 " link IML-147} MSG- 147 Subject: Re: SWapCRF, SOLID Click-->@{" 148 " link IML-148} MSG- 148 Subject: A descent fog texture Click-->@{" 149 " link IML-149} MSG- 149 Subject: ST:tng shield Click-->@{" 150 " link IML-150} MSG- 150 Subject: PC's and Video output. Click-->@{" 151 " link IML-151} MSG- 151 Subject: A descent fog texture Click-->@{" 152 " link IML-152} MSG- 152 Subject: Re: Conformations Click-->@{" 153 " link IML-153} MSG- 153 Subject: Re: Rotoscoping Click-->@{" 154 " link IML-154} MSG- 154 Subject: Snappy Click-->@{" 155 " link IML-155} MSG- 155 Subject: Re: Imagine 3.3 Click-->@{" 156 " link IML-156} MSG- 156 Subject: Video mail lists Click-->@{" 157 " link IML-157} MSG- 157 Subject: Space Ship Textures Click-->@{" 158 " link IML-158} MSG- 158 Subject: RE:ROTOSCOPING Click-->@{" 159 " link IML-159} MSG- 159 Subject: Prefs Click-->@{" 160 " link IML-160} MSG- 160 Subject: Particle/memory problem?(95 lines long) Click-->@{" 161 " link IML-161} MSG- 161 Subject: Re: Prefs Click-->@{" 162 " link IML-162} MSG- 162 Subject: RE: Lighting Calculations Click-->@{" 163 " link IML-163} MSG- 163 Subject: Atmosphere Click-->@{" 164 " link IML-164} MSG- 164 Subject: FLC resolution Click-->@{" 165 " link IML-165} MSG- 165 Subject: Re: Rotoscoping Click-->@{" 166 " link IML-166} MSG- 166 Subject: Re: Rotoscoping Click-->@{" 167 " link IML-167} MSG- 167 Subject: Re: Snappy Click-->@{" 168 " link IML-168} MSG- 168 Subject: Re: FLC resolution Click-->@{" 169 " link IML-169} MSG- 169 Subject: RE:FLC resolution Click-->@{" 170 " link IML-170} MSG- 170 Subject: Re: Prefs Click-->@{" 171 " link IML-171} MSG- 171 Subject: Easy MPEG Click-->@{" 172 " link IML-172} MSG- 172 Subject: Re: DXF to Imagine Click-->@{" 173 " link IML-173} MSG- 173 Subject: :-( Click-->@{" 174 " link IML-174} MSG- 174 Subject: Re: A descent fog texture Click-->@{" 175 " link IML-175} MSG- 175 Subject: Imagine and VMM Click-->@{" 176 " link IML-176} MSG- 176 Subject: Re: A descent fog texture Click-->@{" 177 " link IML-177} MSG- 177 Subject: Need help with effect Click-->@{" 178 " link IML-178} MSG- 178 Subject: Is it worth it? Click-->@{" 179 " link IML-179} MSG- 179 Subject: RE:FLC resolution Click-->@{" 180 " link IML-180} MSG- 180 Subject: Vista Pro not working ! Click-->@{" 181 " link IML-181} MSG- 181 Subject: Re: Easy MPEG Click-->@{" 182 " link IML-182} MSG- 182 Subject: Pix Click-->@{" 183 " link IML-183} MSG- 183 Subject: Re: particle/memory problem?(95 lines long) Click-->@{" 184 " link IML-184} MSG- 184 Subject: Re: Amiga anims to PC? Click-->@{" 185 " link IML-185} MSG- 185 Subject: Re: FLC resolution Click-->@{" 186 " link IML-186} MSG- 186 Subject: Re: Imagine and VMM Click-->@{" 187 " link IML-187} MSG- 187 Subject: Re: Prefs Click-->@{" 188 " link IML-188} MSG- 188 Subject: Re: A descent fog texture Click-->@{" 189 " link IML-189} MSG- 189 Subject: Atmosphere Click-->@{" 190 " link IML-190} MSG- 190 Subject: Is it worth it? Click-->@{" 191 " link IML-191} MSG- 191 Subject: Re: FLC resolution Click-->@{" 192 " link IML-192} MSG- 192 Subject: Re: FLC resolution Click-->@{" 193 " link IML-193} MSG- 193 Subject: Re: Is it worth it? Click-->@{" 194 " link IML-194} MSG- 194 Subject: Re: Vista Pro not working ! Click-->@{" 195 " link IML-195} MSG- 195 Subject: RE:FLC resolution Click-->@{" 196 " link IML-196} MSG- 196 Subject: Re: Is it worth it? Click-->@{" 197 " link IML-197} MSG- 197 Subject: Re: need help with effect Click-->@{" 198 " link IML-198} MSG- 198 Subject: Re: FLC resolution Click-->@{" 199 " link IML-199} MSG- 199 Subject: Re: FLC resolution - How to do it right!!! Click-->@{" 200 " link IML-200} MSG- 200 Subject: Re: Is it worth it? Click-->@{" 201 " link IML-201} MSG- 201 Subject: Mobius Strip Anim Click-->@{" 202 " link IML-202} MSG- 202 Subject: Conformations Click-->@{" 203 " link IML-203} MSG- 203 Subject: Imagine 3.3 Click-->@{" 204 " link IML-204} MSG- 204 Subject: Re: A descent fog texture Click-->@{" 205 " link IML-205} MSG- 205 Subject: Scanline spheres vs. Trace spheres Click-->@{" 206 " link IML-206} MSG- 206 Subject: RE:FLC resolution Click-->@{" 207 " link IML-207} MSG- 207 Subject: Re: Vista Pro not working ! Click-->@{" 208 " link IML-208} MSG- 208 Subject: Re: Wire-frame rendering Click-->@{" 209 " link IML-209} MSG- 209 Subject: Re: DXF to Imagine Click-->@{" 210 " link IML-210} MSG- 210 Subject: RE:FLC resolution Click-->@{" 211 " link IML-211} MSG- 211 Subject: Re: Prefs Click-->@{" 212 " link IML-212} MSG- 212 Subject: Wacom tablets Click-->@{" 213 " link IML-213} MSG- 213 Subject: Re: Snappy Click-->@{" 214 " link IML-214} MSG- 214 Subject: Re: Rotoscoping Click-->@{" 215 " link IML-215} MSG- 215 Subject: Re: Prefs Click-->@{" 216 " link IML-216} MSG- 216 Subject: Re: Atmosphere Click-->@{" 217 " link IML-217} MSG- 217 Subject: MovieSetter Click-->@{" 218 " link IML-218} MSG- 218 Subject: Re: FLC resolution Click-->@{" 219 " link IML-219} MSG- 219 Subject: Re: Scanline spheres vs. Trac... Click-->@{" 220 " link IML-220} MSG- 220 Subject: Do you want a tutorial? Click-->@{" 221 " link IML-221} MSG- 221 Subject: Re: FLC resolution Click-->@{" 222 " link IML-222} MSG- 222 Subject: Re: MovieSetter Click-->@{" 223 " link IML-223} MSG- 223 Subject: Re: Atmosphere Click-->@{" 224 " link IML-224} MSG- 224 Subject: Re: DCTV and Kinko's Click-->@{" 225 " link IML-225} MSG- 225 Subject: Re: A descent fog texture Click-->@{" 226 " link IML-226} MSG- 226 Subject: Re: Atmosphere Click-->@{" 227 " link IML-227} MSG- 227 Subject: Re: need help with effect Click-->@{" 228 " link IML-228} MSG- 228 Subject: Particle/memory problem?(95 lines long) Click-->@{" 229 " link IML-229} MSG- 229 Subject: Scanline spheres vs. Trace spheres Click-->@{" 230 " link IML-230} MSG- 230 Subject: Re: A descent fog texture Click-->@{" 231 " link IML-231} MSG- 231 Subject: Re: FLC resolution Click-->@{" 232 " link IML-232} MSG- 232 Subject: Re: Atmosphere Click-->@{" 233 " link IML-233} MSG- 233 Subject: RE:FLC resolution Click-->@{" 234 " link IML-234} MSG- 234 Subject: Re: Book on writing textures Click-->@{" 235 " link IML-235} MSG- 235 Subject: Problem With Texture Mapping Click-->@{" 236 " link IML-236} MSG- 236 Subject: Re: FLC resolution Click-->@{" 237 " link IML-237} MSG- 237 Subject: Re: Atmosphere Click-->@{" 238 " link IML-238} MSG- 238 Subject: Re: Book on writing textures Click-->@{" 239 " link IML-239} MSG- 239 Subject: Re: A descent fog texture Click-->@{" 240 " link IML-240} MSG- 240 Subject: Re: Do you want a tutorial? Click-->@{" 241 " link IML-241} MSG- 241 Subject: I'll Send it.... Click-->@{" 242 " link IML-242} MSG- 242 Subject: Re: Atmosphere Click-->@{" 243 " link IML-243} MSG- 243 Subject: Re: Atmosphere Click-->@{" 244 " link IML-244} MSG- 244 Subject: Re: Atmosphere Click-->@{" 245 " link IML-245} MSG- 245 Subject: Re :space ship textures Click-->@{" 246 " link IML-246} MSG- 246 Subject: Jobs for modelers -Atlanta, GA Ibm required Click-->@{" 247 " link IML-247} MSG- 247 Subject: Re: DCTV and Kinko's Click-->@{" 248 " link IML-248} MSG- 248 Subject: Re: Wacom tablets Click-->@{" 249 " link IML-249} MSG- 249 Subject: Re: Amiga anims to PC? Click-->@{" 250 " link IML-250} MSG- 250 Subject: Re: Problem With Texture Mapping Click-->@{" 251 " link IML-251} MSG- 251 Subject: Re: Atmosphere Click-->@{" 252 " link IML-252} MSG- 252 Subject: Re: Atmosphere Click-->@{" 253 " link IML-253} MSG- 253 Subject: Re: Atmosphere Click-->@{" 254 " link IML-254} MSG- 254 Subject: Whew!!! Glad thats done!!! Click-->@{" 255 " link IML-255} MSG- 255 Subject: Windows 3.11, Windows NT 3.5, Windows 95 Click-->@{" 256 " link IML-256} MSG- 256 Subject: Re: Problem With Texture Mapping Click-->@{" 257 " link IML-257} MSG- 257 Subject: Re: Atmosphere Click-->@{" 258 " link IML-258} MSG- 258 Subject: Re: MovieSetter Click-->@{" 259 " link IML-259} MSG- 259 Subject: Re: Wacom tablets Click-->@{" 260 " link IML-260} MSG- 260 Subject: Re: MovieSetter Click-->@{" 261 " link IML-261} MSG- 261 Subject: Random-looking textures (was: Space Ship Textures) Click-->@{" 262 " link IML-262} MSG- 262 Subject: Re: Atmosphere Click-->@{" 263 " link IML-263} MSG- 263 Subject: RE:Vista-Pro Not working ! Click-->@{" 264 " link IML-264} MSG- 264 Subject: Re: Wacom Tablet Click-->@{" 265 " link IML-265} MSG- 265 Subject: Re: Atmosphere Click-->@{" 266 " link IML-266} MSG- 266 Subject: Re: Atmosphere Click-->@{" 267 " link IML-267} MSG- 267 Subject: Re: DCTV and Kinko's Click-->@{" 268 " link IML-268} MSG- 268 Subject: IS IT THERE ??? Click-->@{" 269 " link IML-269} MSG- 269 Subject: Re: Problem With Texture Mapping Click-->@{" 270 " link IML-270} MSG- 270 Subject: Windows 3.11, Windows NT 3.5, Windows 95 Click-->@{" 271 " link IML-271} MSG- 271 Subject: IS IT THERE ??? Click-->@{" 272 " link IML-272} MSG- 272 Subject: Aminet. Click-->@{" 273 " link IML-273} MSG- 273 Subject: REX's and TEXTURES...again!!! Click-->@{" 274 " link IML-274} MSG- 274 Subject: Re: Random-looking textures (was: Space Ship Textures) Click-->@{" 275 " link IML-275} MSG- 275 Subject: Re: FLC resolution Click-->@{" 276 " link IML-276} MSG- 276 Subject: Re: REX's and TEXTURES...again!!! Click-->@{" 277 " link IML-277} MSG- 277 Subject: Re: FLC resolution Click-->@{" 278 " link IML-278} MSG- 278 Subject: Re: Aminet. Click-->@{" 279 " link IML-279} MSG- 279 Subject: Re[2]: REX's and TEXTURES...again!!! Click-->@{" 280 " link IML-280} MSG- 280 Subject: Impulse??? Click-->@{" 281 " link IML-281} MSG- 281 Subject: Re: Impulse??? Click-->@{" 282 " link IML-282} MSG- 282 Subject: Lightbulb Click-->@{" 283 " link IML-283} MSG- 283 Subject: Re: Impulse??? Click-->@{" 284 " link IML-284} MSG- 284 Subject: Re: Random-looking textures (was: Space Ship Textures) Click-->@{" 285 " link IML-285} MSG- 285 Subject: Re: Impulse??? Click-->@{" 286 " link IML-286} MSG- 286 Subject: Re: Wacom Tablet Click-->@{" 287 " link IML-287} MSG- 287 Subject: Re: Atmosphere Click-->@{" 288 " link IML-288} MSG- 288 Subject: B5 Aminet Uploads... Click-->@{" 289 " link IML-289} MSG- 289 Subject: Re: Impulse??? Click-->@{" 290 " link IML-290} MSG- 290 Subject: Re: FLC resolution Click-->@{" 291 " link IML-291} MSG- 291 Subject: Mike H / Textures [was: Re: Impulse???] Click-->@{" 292 " link IML-292} MSG- 292 Subject: Re: Impulse??? Click-->@{" 293 " link IML-293} MSG- 293 Subject: Re: Impulse??? Click-->@{" 294 " link IML-294} MSG- 294 Subject: Re: Spline Ed SubGroups Click-->@{" 295 " link IML-295} MSG- 295 Subject: Re: Impulse??? Click-->@{" 296 " link IML-296} MSG- 296 Subject: Re: Mike H Click-->@{" 297 " link IML-297} MSG- 297 Subject: Re: Impulse??? Click-->@{" 298 " link IML-298} MSG- 298 Subject: Re: Mike H Click-->@{" 299 " link IML-299} MSG- 299 Subject: Mike H Click-->@{" 300 " link IML-300} MSG- 300 Subject: Smacker Flic Compression Click-->@{" 301 " link IML-301} MSG- 301 Subject: Assigning attributes to subgroups Click-->@{" 302 " link IML-302} MSG- 302 Subject: Re: Mike H Click-->@{" 303 " link IML-303} MSG- 303 Subject: Re: Spline Ed SubGroups Click-->@{" 304 " link IML-304} MSG- 304 Subject: Grow Effect prob in 2.0 Click-->@{" 305 " link IML-305} MSG- 305 Subject: Re: Spline Ed SubGroups Click-->@{" 306 " link IML-306} MSG- 306 Subject: Re: Impulse??? Click-->@{" 307 " link IML-307} MSG- 307 Subject: Re: Imagine Developers Kit Click-->@{" 308 " link IML-308} MSG- 308 Subject: Imagine Developers Kit Click-->@{" 309 " link IML-309} MSG- 309 Subject: Re: Atmosphere Click-->@{" 310 " link IML-310} MSG- 310 Subject: Re: Imagine Developers Kit Click-->@{" 311 " link IML-311} MSG- 311 Subject: Re: Mike H Click-->@{" 312 " link IML-312} MSG- 312 Subject: Re: Mike H Click-->@{" 313 " link IML-313} MSG- 313 Subject: Re: Spline Ed SubGroups Click-->@{" 314 " link IML-314} MSG- 314 ------=> Sorry NO Subject! Click-->@{" 315 " link IML-315} MSG- 315 Subject: Re: FLC resolution Click-->@{" 316 " link IML-316} MSG- 316 Subject: SPIN & SWEEP Click-->@{" 317 " link IML-317} MSG- 317 Subject: Imagine & OS/2 Click-->@{" 318 " link IML-318} MSG- 318 Subject: Re: re Mike H Click-->@{" 319 " link IML-319} MSG- 319 Subject: Re: Imagine Developers Kit Click-->@{" 320 " link IML-320} MSG- 320 Subject: Another Quickie Click-->@{" 321 " link IML-321} MSG- 321 Subject: Impulse and a tip! Click-->@{" 322 " link IML-322} MSG- 322 Subject: Re: Spline Ed SubGroups Click-->@{" 323 " link IML-323} MSG- 323 Subject: Re Mike H Click-->@{" 324 " link IML-324} MSG- 324 Subject: More Imagine info Click-->@{" 325 " link IML-325} MSG- 325 Subject: Re: Impulse??? Click-->@{" 326 " link IML-326} MSG- 326 Subject: Re: Impulse and a tip! Click-->@{" 327 " link IML-327} MSG- 327 Subject: Re: Mike H Click-->@{" 328 " link IML-328} MSG- 328 Subject: Dare 2 Imagine Guide Click-->@{" 329 " link IML-329} MSG- 329 Subject: Re: SPIN & SWEEP Click-->@{" 330 " link IML-330} MSG- 330 Subject: Re: Wire-frame rendering Click-->@{" 331 " link IML-331} MSG- 331 Subject: Re: Developer Kit Info Click-->@{" 332 " link IML-332} MSG- 332 Subject: Developer Kit Info Click-->@{" 333 " link IML-333} MSG- 333 Subject: Line o' pixels Click-->@{" 334 " link IML-334} MSG- 334 Subject: Re: Impulse??? Click-->@{" 335 " link IML-335} MSG- 335 Subject: Re: Mike H Click-->@{" 336 " link IML-336} MSG- 336 Subject: Re: SPIN & SWEEP Click-->@{" 337 " link IML-337} MSG- 337 Subject: Re: Atmosphere Click-->@{" 338 " link IML-338} MSG- 338 Subject: Re: FLC resolution Click-->@{" 339 " link IML-339} MSG- 339 Subject: Imagine Developers Kit Click-->@{" 340 " link IML-340} MSG- 340 Subject: Re: Impulse??? Click-->@{" 341 " link IML-341} MSG- 341 Subject: Re: Dare 2 Imagine Guide Click-->@{" 342 " link IML-342} MSG- 342 Subject: Email and imagine Click-->@{" 343 " link IML-343} MSG- 343 Subject: Effects.doc Click-->@{" 344 " link IML-344} MSG- 344 Subject: Impulse and a tip! Click-->@{" 345 " link IML-345} MSG- 345 Subject: Re: Impulse??? Click-->@{" 346 " link IML-346} MSG- 346 Subject: Mike H Click-->@{" 347 " link IML-347} MSG- 347 Subject: Mike H Click-->@{" 348 " link IML-348} MSG- 348 Subject: Re: Mike H Click-->@{" 349 " link IML-349} MSG- 349 Subject: Re: SPIN & SWEEP Click-->@{" 350 " link IML-350} MSG- 350 Subject: Re: Atmosphere Click-->@{" 351 " link IML-351} MSG- 351 Subject: Re: Grow Effect prob in 2.0 Click-->@{" 352 " link IML-352} MSG- 352 Subject: Imagine & OS/2 Click-->@{" 353 " link IML-353} MSG- 353 Subject: Should I upgrade??? Click-->@{" 354 " link IML-354} MSG- 354 Subject: TDDD Info? Click-->@{" 355 " link IML-355} MSG- 355 Subject: FInally Upgraded Click-->@{" 356 " link IML-356} MSG- 356 Subject: Re: SPIN & SWEEP Click-->@{" 357 " link IML-357} MSG- 357 Subject: Off message post Click-->@{" 358 " link IML-358} MSG- 358 Subject: UNSUBSCRIBE*UNSUBSCRIBE*UNSUBSCRIBE*UNSUBSCRIBE !!!! Click-->@{" 359 " link IML-359} MSG- 359 Subject: Re: FInally Upgraded Click-->@{" 360 " link IML-360} MSG- 360 Subject: Re: Finally Upgraded Click-->@{" 361 " link IML-361} MSG- 361 Subject: Re: TDDD Info? Click-->@{" 362 " link IML-362} MSG- 362 Subject: Re: TDDD Info? Click-->@{" 363 " link IML-363} MSG- 363 Subject: Re: Should I upgrade??? Click-->@{" 364 " link IML-364} MSG- 364 Subject: Stereo 3D on Imagine 2.0 Click-->@{" 365 " link IML-365} MSG- 365 Subject: Re: SPIN & SWEEP Click-->@{" 366 " link IML-366} MSG- 366 Subject: Re: SPIN & SWEEP Click-->@{" 367 " link IML-367} MSG- 367 Subject: Eye-like camera Click-->@{" 368 " link IML-368} MSG- 368 Subject: Re: FLC resolution Click-->@{" 369 " link IML-369} MSG- 369 Subject: Books ?!? Click-->@{" 370 " link IML-370} MSG- 370 Subject: Re: Atmosphere Click-->@{" 371 " link IML-371} MSG- 371 Subject: Should I upgrade??? Click-->@{" 372 " link IML-372} MSG- 372 Subject: Re: Stereo 3D explained Click-->@{" 373 " link IML-373} MSG- 373 Subject: Stereo 3D explained Click-->@{" 374 " link IML-374} MSG- 374 Subject: Depth of Field Click-->@{" 375 " link IML-375} MSG- 375 Subject: Spline interpolation (was: Re: Atmosphere) Click-->@{" 376 " link IML-376} MSG- 376 Subject: RE: Imagine Developers Kit Click-->@{" 377 " link IML-377} MSG- 377 Subject: Re: Effects.doc Click-->@{" 378 " link IML-378} MSG- 378 Subject: Re: Depth of Field Click-->@{" 379 " link IML-379} MSG- 379 Subject: D2i guide Click-->@{" 380 " link IML-380} MSG- 380 Subject: Re: Depth of Field Click-->@{" 381 " link IML-381} MSG- 381 Subject: Re: Should I Upgrade??? Click-->@{" 382 " link IML-382} MSG- 382 Subject: GVP 1230 MK1 Click-->@{" 383 " link IML-383} MSG- 383 Subject: Re: Stereo 3D explained Click-->@{" 384 " link IML-384} MSG- 384 Subject: PowerPC Amiga? Click-->@{" 385 " link IML-385} MSG- 385 Subject: Re: Depth of Field Click-->@{" 386 " link IML-386} MSG- 386 Subject: Impulse and contacting them Click-->@{" 387 " link IML-387} MSG- 387 Subject: Re: Depth of Field Click-->@{" 388 " link IML-388} MSG- 388 Subject: RE.Depth of field2 Click-->@{" 389 " link IML-389} MSG- 389 Subject: Imagine 2.0 projects in 3.2 Click-->@{" 390 " link IML-390} MSG- 390 Subject: RE.impulse and cont..... Click-->@{" 391 " link IML-391} MSG- 391 Subject: 3D Artist Mag Click-->@{" 392 " link IML-392} MSG- 392 Subject: Depth of Field Click-->@{" 393 " link IML-393} MSG- 393 Subject: Spline interpolation (was: Re: Atmosphere) Click-->@{" 394 " link IML-394} MSG- 394 Subject: Imagine 2.0 projects in 3.2 Click-->@{" 395 " link IML-395} MSG- 395 Subject: 3D Artist Mag Click-->@{" 396 " link IML-396} MSG- 396 Subject: Textures Click-->@{" 397 " link IML-397} MSG- 397 Subject: New Features Wanted II Click-->@{" 398 " link IML-398} MSG- 398 Subject: Re: Eye-like camera Click-->@{" 399 " link IML-399} MSG- 399 Subject: Effects Documentation Click-->@{" 400 " link IML-400} MSG- 400 Subject: Re: Textures Click-->@{" 401 " link IML-401} MSG- 401 Subject: Re: Depth of Field Click-->@{" 402 " link IML-402} MSG- 402 Subject: Re:Eye-like camera Click-->@{" 403 " link IML-403} MSG- 403 Subject: Re: RE.impulse and cont..... Click-->@{" 404 " link IML-404} MSG- 404 Subject: Re: 3D Artist Mag Click-->@{" 405 " link IML-405} MSG- 405 Subject: New Features Wanted III! Click-->@{" 406 " link IML-406} MSG- 406 Subject: Waterfall?!? Click-->@{" 407 " link IML-407} MSG- 407 Subject: Imagine Faq #6 Online Click-->@{" 408 " link IML-408} MSG- 408 Subject: Address? Click-->@{" 409 " link IML-409} MSG- 409 Subject: Things Wanted and Just some talk Click-->@{" 410 " link IML-410} MSG- 410 Subject: Imagine Wish List Click-->@{" 411 " link IML-411} MSG- 411 Subject: Re: Things Wanted and Just some talk Click-->@{" 412 " link IML-412} MSG- 412 Subject: New Features Wanted III! Click-->@{" 413 " link IML-413} MSG- 413 Subject: Things Wanted and Just some talk Click-->@{" 414 " link IML-414} MSG- 414 Subject: Re: Things Wanted and Just some talk Click-->@{" 415 " link IML-415} MSG- 415 Subject: Interrupting Redraws Click-->@{" 416 " link IML-416} MSG- 416 Subject: Activating Windows Click-->@{" 417 " link IML-417} MSG- 417 Subject: Re: Imagine Wish List Click-->@{" 418 " link IML-418} MSG- 418 Subject: Re: New Features Wanted III! Click-->@{" 419 " link IML-419} MSG- 419 Subject: New Features Wanted 4! Click-->@{" 420 " link IML-420} MSG- 420 Subject: Re: Activating Windows Click-->@{" 421 " link IML-421} MSG- 421 Subject: Wish list Click-->@{" 422 " link IML-422} MSG- 422 Subject: Re: Activating Windows Click-->@{" 423 " link IML-423} MSG- 423 Subject: Depth of Field Click-->@{" 424 " link IML-424} MSG- 424 Subject: Mike's Response! Click-->@{" 425 " link IML-425} MSG- 425 Subject: Firehole tute? Click-->@{" 426 " link IML-426} MSG- 426 Subject: Motion Blur Click-->@{" 427 " link IML-427} MSG- 427 Subject: Wishing..upon a 3d star... Click-->@{" 428 " link IML-428} MSG- 428 Subject: Re: Motion Blur Click-->@{" 429 " link IML-429} MSG- 429 Subject: Hammers Click-->@{" 430 " link IML-430} MSG- 430 Subject: Wishlist Click-->@{" 431 " link IML-431} MSG- 431 Subject: Re: Mike's Response! Click-->@{" 432 " link IML-432} MSG- 432 Subject: DV review of Pixel Putty Solo 1.3 Click-->@{" 433 " link IML-433} MSG- 433 Subject: Re: wishlist Click-->@{" 434 " link IML-434} MSG- 434 Subject: Objects Click-->@{" 435 " link IML-435} MSG- 435 Subject: What might be, what might not Click-->@{" 436 " link IML-436} MSG- 436 Subject: RE:Motion blur++++ Click-->@{" 437 " link IML-437} MSG- 437 Subject: One simple wish.. Click-->@{" 438 " link IML-438} MSG- 438 Subject: PC Imagine Uploads? Click-->@{" 439 " link IML-439} MSG- 439 Subject: Note on Wishlist Click-->@{" 440 " link IML-440} MSG- 440 Subject: Screwy Mouse Pointer Click-->@{" 441 " link IML-441} MSG- 441 Subject: Arexx ImageFX script Click-->@{" 442 " link IML-442} MSG- 442 Subject: All that we want... Click-->@{" 443 " link IML-443} MSG- 443 Subject: Re: Things Wanted and Just some talk Click-->@{" 444 " link IML-444} MSG- 444 Subject: Re: PC Imagine Uploads? Click-->@{" 445 " link IML-445} MSG- 445 Subject: Re: Screwy Mouse Pointer Click-->@{" 446 " link IML-446} MSG- 446 Subject: 3D Artist Mag Click-->@{" 447 " link IML-447} MSG- 447 Subject: Interrupting Redraws Click-->@{" 448 " link IML-448} MSG- 448 Subject: Hammers Click-->@{" 449 " link IML-449} MSG- 449 Subject: Univesa Click-->@{" 450 " link IML-450} MSG- 450 Subject: Re: Univesa Click-->@{" 451 " link IML-451} MSG- 451 Subject: Re: Things Wanted and Just some talk Click-->@{" 452 " link IML-452} MSG- 452 Subject: Re: Interrupting Redraws Click-->@{" 453 " link IML-453} MSG- 453 Subject: Fwd: PC Imagine Uploads? Click-->@{" 454 " link IML-454} MSG- 454 Subject: Fwd: Interrupting Redraws Click-->@{" 455 " link IML-455} MSG- 455 Subject: Fwd: Univesa Click-->@{" 456 " link IML-456} MSG- 456 Subject: Fwd: Screwy Mouse Pointer Click-->@{" 457 " link IML-457} MSG- 457 Subject: Fwd: Univesa Click-->@{" 458 " link IML-458} MSG- 458 Subject: Fwd: Things Wanted and Just some talk Click-->@{" 459 " link IML-459} MSG- 459 Subject: Re:Re:All that we want... Click-->@{" 460 " link IML-460} MSG- 460 Subject: Re: need help with effect Click-->@{" 461 " link IML-461} MSG- 461 Subject: Snappy Frame Grabber Click-->@{" 462 " link IML-462} MSG- 462 Subject: More'n'more things... Click-->@{" 463 " link IML-463} MSG- 463 Subject: Version 3.3, whoopee Click-->@{" 464 " link IML-464} MSG- 464 Subject: Re: All that we want... Click-->@{" 465 " link IML-465} MSG- 465 Subject: Quickie (sort of) Click-->@{" 466 " link IML-466} MSG- 466 Subject: Re:Quickie (sort of) Click-->@{" 467 " link IML-467} MSG- 467 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 468 " link IML-468} MSG- 468 Subject: Re: Snappy Frame Grabber Click-->@{" 469 " link IML-469} MSG- 469 Subject: Extrusion problem Click-->@{" 470 " link IML-470} MSG- 470 Subject: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 471 " link IML-471} MSG- 471 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 472 " link IML-472} MSG- 472 Subject: Re: All that we want... Click-->@{" 473 " link IML-473} MSG- 473 Subject: Screwy Mouse Pointer Click-->@{" 474 " link IML-474} MSG- 474 Subject: New homepage Click-->@{" 475 " link IML-475} MSG- 475 Subject: Lining up images on objects Click-->@{" 476 " link IML-476} MSG- 476 Subject: Re: Extrusion problem Click-->@{" 477 " link IML-477} MSG- 477 Subject: Re: Extrusion problem Click-->@{" 478 " link IML-478} MSG- 478 Subject: Re: Extrusion problem Click-->@{" 479 " link IML-479} MSG- 479 Subject: IML-FAQ#07 preview Click-->@{" 480 " link IML-480} MSG- 480 Subject: Resolutions Click-->@{" 481 " link IML-481} MSG- 481 Subject: Another new homepage Click-->@{" 482 " link IML-482} MSG- 482 Subject: Re: Re:Quickie (sort of) Click-->@{" 483 " link IML-483} MSG- 483 Subject: Wish list Click-->@{" 484 " link IML-484} MSG- 484 Subject: DV magazine ad Click-->@{" 485 " link IML-485} MSG- 485 Subject: Re: wishlist Click-->@{" 486 " link IML-486} MSG- 486 Subject: Whats DPS PAR ? Click-->@{" 487 " link IML-487} MSG- 487 Subject: Re: Resolutions Click-->@{" 488 " link IML-488} MSG- 488 Subject: Viewpoint CDROM/Avalon changes Click-->@{" 489 " link IML-489} MSG- 489 Subject: Re: All that we want... Click-->@{" 490 " link IML-490} MSG- 490 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 491 " link IML-491} MSG- 491 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 492 " link IML-492} MSG- 492 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 493 " link IML-493} MSG- 493 Subject: Re: All that we want... Click-->@{" 494 " link IML-494} MSG- 494 Subject: Good for a laugh: furry cow! Click-->@{" 495 " link IML-495} MSG- 495 Subject: Re: All that we want... Click-->@{" 496 " link IML-496} MSG- 496 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 497 " link IML-497} MSG- 497 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 498 " link IML-498} MSG- 498 Subject: Re: Spline interpolation Click-->@{" 499 " link IML-499} MSG- 499 Subject: Re: wish list Click-->@{" 500 " link IML-500} MSG- 500 ------=> Sorry NO Subject! Click-->@{" 501 " link IML-501} MSG- 501 Subject: Re:Re:All that we want... Click-->@{" 502 " link IML-502} MSG- 502 Subject: IM3.3 Click-->@{" 503 " link IML-503} MSG- 503 Subject: Home Page Wonders Click-->@{" 504 " link IML-504} MSG- 504 Subject: Re: IM3.3 Click-->@{" 505 " link IML-505} MSG- 505 Subject: Homepage Click-->@{" 506 " link IML-506} MSG- 506 Subject: Effects? Click-->@{" 507 " link IML-507} MSG- 507 Subject: Beta Testing?? Click-->@{" 508 " link IML-508} MSG- 508 Subject: A NEW LINE! Click-->@{" 509 " link IML-509} MSG- 509 Subject: Humanoid Click-->@{" 510 " link IML-510} MSG- 510 Subject: Another site... Click-->@{" 511 " link IML-511} MSG- 511 Subject: Motion Blur Click-->@{" 512 " link IML-512} MSG- 512 Subject: Re: Wanted- brush tacking Click-->@{" 513 " link IML-513} MSG- 513 Subject: All that we want... Click-->@{" 514 " link IML-514} MSG- 514 Subject: Another new homepage Click-->@{" 515 " link IML-515} MSG- 515 Subject: Re: Beta Testing?? Click-->@{" 516 " link IML-516} MSG- 516 Subject: Re: Home Page Wonders Click-->@{" 517 " link IML-517} MSG- 517 Subject: RE:ImageFX Arexx Click-->@{" 518 " link IML-518} MSG- 518 Subject: IML homepages Click-->@{" 519 " link IML-519} MSG- 519 Subject: Re: Wanted-brush tacking Click-->@{" 520 " link IML-520} MSG- 520 Subject: Shuttle/MIR Site Click-->@{" 521 " link IML-521} MSG- 521 Subject: HAIR textures (was: Re: wish list) Click-->@{" 522 " link IML-522} MSG- 522 Subject: Re: Wanted- brush tacking Click-->@{" 523 " link IML-523} MSG- 523 Subject: Re: Wanted-brush tacking Click-->@{" 524 " link IML-524} MSG- 524 Subject: Re: REALTIME 3D SUCKS! Click-->@{" 525 " link IML-525} MSG- 525 Subject: Let's get serious! Click-->@{" 526 " link IML-526} MSG- 526 Subject: REALTIME 3D SUCKS! Click-->@{" 527 " link IML-527} MSG- 527 Subject: (Fwd) Sci-VW: MISC: Original Stereoscopic 3D Content Sought Click-->@{" 528 " link IML-528} MSG- 528 Subject: RE:HAIR2 Click-->@{" 529 " link IML-529} MSG- 529 Subject: RE:ImageFX Arexx Click-->@{" 530 " link IML-530} MSG- 530 Subject: The wishlist syndrome Click-->@{" 531 " link IML-531} MSG- 531 Subject: Mapping & light Click-->@{" 532 " link IML-532} MSG- 532 Subject: Weekly Postings Click-->@{" 533 " link IML-533} MSG- 533 Subject: NEW NICKNAME! Click-->@{" 534 " link IML-534} MSG- 534 Subject: Re:Humanoid Click-->@{" 535 " link IML-535} MSG- 535 Subject: What is NURBS ? Click-->@{" 536 " link IML-536} MSG- 536 Subject: Re: REALTIME 3D SUCKS! Click-->@{" 537 " link IML-537} MSG- 537 Subject: Wishlist Click-->@{" 538 " link IML-538} MSG- 538 Subject: Re: What is NURBS ? Click-->@{" 539 " link IML-539} MSG- 539 Subject: Re: (Fwd) Sci-VW: MISC: Original Stereoscopic 3D Content Sough Click-->@{" 540 " link IML-540} MSG- 540 Subject: NEWMODE-Perspective View Click-->@{" 541 " link IML-541} MSG- 541 Subject: Re: REALTIME 3D SUCKS! Click-->@{" 542 " link IML-542} MSG- 542 Subject: Fwd: mapping & light Click-->@{" 543 " link IML-543} MSG- 543 Subject: Re:Humanoid Click-->@{" 544 " link IML-544} MSG- 544 Subject: Re: Another new homepage Click-->@{" 545 " link IML-545} MSG- 545 Subject: Wishlist Click-->@{" 546 " link IML-546} MSG- 546 Subject: Re: brushmap tacking Click-->@{" 547 " link IML-547} MSG- 547 Subject: New Feature Administrator Click-->@{" 548 " link IML-548} MSG- 548 Subject: Enough Lurking Click-->@{" 549 " link IML-549} MSG- 549 Subject: Yet another wish Click-->@{" 550 " link IML-550} MSG- 550 Subject: Sorry!!! Click-->@{" 551 " link IML-551} MSG- 551 Subject: RE:REALTIME SUCKS2 Click-->@{" 552 " link IML-552} MSG- 552 Subject: Re: Wishlist Click-->@{" 553 " link IML-553} MSG- 553 Subject: Re: New Feature Administrator Click-->@{" 554 " link IML-554} MSG- 554 Subject: Amateurs! Click-->@{" 555 " link IML-555} MSG- 555 Subject: Motion Blurring Click-->@{" 556 " link IML-556} MSG- 556 Subject: Re: Metaball hand object pics LW PLUGIN Click-->@{" 557 " link IML-557} MSG- 557 Subject: ReBoot Homepage Click-->@{" 558 " link IML-558} MSG- 558 Subject: Re: Wishlist Click-->@{" 559 " link IML-559} MSG- 559 Subject: Re: NEW NICKNAME! Click-->@{" 560 " link IML-560} MSG- 560 Subject: Re: Amateurs! Click-->@{" 561 " link IML-561} MSG- 561 Subject: REALISTIC MATERIALS! Click-->@{" 562 " link IML-562} MSG- 562 Subject: States menu. @endnode contents @node Index "IMAGINE MAILING LIST V63 CONTENTS" @toc contents Click-->@{" 1 " link IML-527} MSG- 527 Subject: (Fwd) Sci-VW: MISC: Original Stereoscopic 3D Content Sought Click-->@{" 2 " link IML-539} MSG- 539 Subject: Re: (Fwd) Sci-VW: MISC: Original Stereoscopic 3D Content Sough Click-->@{" 3 " link IML-73} MSG- 73 Subject: (Not so) Quickie! :) Click-->@{" 4 " link IML-124} MSG- 124 Subject: Re: (Not so) Quickie! :) (fwd) Click-->@{" 5 " link IML-500} MSG- 500 ------=> Sorry NO Subject! Click-->@{" 6 " link IML-314} MSG- 314 ------=> Sorry NO Subject! Click-->@{" 7 " link IML-28} MSG- 28 ------=> Sorry NO Subject! Click-->@{" 8 " link IML-446} MSG- 446 Subject: 3D Artist Mag Click-->@{" 9 " link IML-395} MSG- 395 Subject: 3D Artist Mag Click-->@{" 10 " link IML-391} MSG- 391 Subject: 3D Artist Mag Click-->@{" 11 " link IML-404} MSG- 404 Subject: Re: 3D Artist Mag Click-->@{" 12 " link IML-44} MSG- 44 Subject: 3ds objects on Imagine? Click-->@{" 13 " link IML-11} MSG- 11 Subject: 3ds objects on Imagine? Click-->@{" 14 " link IML-30} MSG- 30 Subject: RE: 3ds objects on Imagine? Click-->@{" 15 " link IML-17} MSG- 17 Subject: Re: 3ds objects on Imagine? Click-->@{" 16 " link IML-105} MSG- 105 Subject: 3DS to Imagine converter Click-->@{" 17 " link IML-173} MSG- 173 Subject: :-( Click-->@{" 18 " link IML-106} MSG- 106 Subject: ? Click-->@{" 19 " link IML-151} MSG- 151 Subject: A descent fog texture Click-->@{" 20 " link IML-148} MSG- 148 Subject: A descent fog texture Click-->@{" 21 " link IML-230} MSG- 230 Subject: Re: A descent fog texture Click-->@{" 22 " link IML-239} MSG- 239 Subject: Re: A descent fog texture Click-->@{" 23 " link IML-225} MSG- 225 Subject: Re: A descent fog texture Click-->@{" 24 " link IML-204} MSG- 204 Subject: Re: A descent fog texture Click-->@{" 25 " link IML-188} MSG- 188 Subject: Re: A descent fog texture Click-->@{" 26 " link IML-176} MSG- 176 Subject: Re: A descent fog texture Click-->@{" 27 " link IML-174} MSG- 174 Subject: Re: A descent fog texture Click-->@{" 28 " link IML-508} MSG- 508 Subject: A NEW LINE! Click-->@{" 29 " link IML-416} MSG- 416 Subject: Activating Windows Click-->@{" 30 " link IML-420} MSG- 420 Subject: Re: Activating Windows Click-->@{" 31 " link IML-422} MSG- 422 Subject: Re: Activating Windows Click-->@{" 32 " link IML-408} MSG- 408 Subject: Address? Click-->@{" 33 " link IML-470} MSG- 470 Subject: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 34 " link IML-467} MSG- 467 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 35 " link IML-492} MSG- 492 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 36 " link IML-491} MSG- 491 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 37 " link IML-490} MSG- 490 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 38 " link IML-496} MSG- 496 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 39 " link IML-497} MSG- 497 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 40 " link IML-471} MSG- 471 Subject: Re: Aliasing (was Re: Quickie (sort of) ) Click-->@{" 41 " link IML-442} MSG- 442 Subject: All that we want... Click-->@{" 42 " link IML-513} MSG- 513 Subject: All that we want... Click-->@{" 43 " link IML-489} MSG- 489 Subject: Re: All that we want... Click-->@{" 44 " link IML-464} MSG- 464 Subject: Re: All that we want... Click-->@{" 45 " link IML-472} MSG- 472 Subject: Re: All that we want... Click-->@{" 46 " link IML-495} MSG- 495 Subject: Re: All that we want... Click-->@{" 47 " link IML-493} MSG- 493 Subject: Re: All that we want... Click-->@{" 48 " link IML-554} MSG- 554 Subject: Amateurs! Click-->@{" 49 " link IML-560} MSG- 560 Subject: Re: Amateurs! Click-->@{" 50 " link IML-118} MSG- 118 Subject: Amiga anims to PC? Click-->@{" 51 " link IML-184} MSG- 184 Subject: Re: Amiga anims to PC? Click-->@{" 52 " link IML-249} MSG- 249 Subject: Re: Amiga anims to PC? Click-->@{" 53 " link IML-141} MSG- 141 Subject: Amiga-PHOENIX Click-->@{" 54 " link IML-85} MSG- 85 Subject: Amiga/PC Networking Click-->@{" 55 " link IML-272} MSG- 272 Subject: Aminet. Click-->@{" 56 " link IML-278} MSG- 278 Subject: Re: Aminet. Click-->@{" 57 " link IML-62} MSG- 62 Subject: Animator Salary Inquiry Click-->@{" 58 " link IML-94} MSG- 94 Subject: Re: Animator Salary Inquiry Click-->@{" 59 " link IML-481} MSG- 481 Subject: Another new homepage Click-->@{" 60 " link IML-514} MSG- 514 Subject: Another new homepage Click-->@{" 61 " link IML-544} MSG- 544 Subject: Re: Another new homepage Click-->@{" 62 " link IML-320} MSG- 320 Subject: Another Quickie Click-->@{" 63 " link IML-510} MSG- 510 Subject: Another site... Click-->@{" 64 " link IML-92} MSG- 92 Subject: Apex contact info Click-->@{" 65 " link IML-109} MSG- 109 Subject: AQUA JET VAPOUR Click-->@{" 66 " link IML-117} MSG- 117 Subject: Re: AQUA JET VAPOUR Click-->@{" 67 " link IML-441} MSG- 441 Subject: Arexx ImageFX script Click-->@{" 68 " link IML-301} MSG- 301 Subject: Assigning attributes to subgroups Click-->@{" 69 " link IML-163} MSG- 163 Subject: Atmosphere Click-->@{" 70 " link IML-189} MSG- 189 Subject: Atmosphere Click-->@{" 71 " link IML-232} MSG- 232 Subject: Re: Atmosphere Click-->@{" 72 " link IML-251} MSG- 251 Subject: Re: Atmosphere Click-->@{" 73 " link IML-223} MSG- 223 Subject: Re: Atmosphere Click-->@{" 74 " link IML-244} MSG- 244 Subject: Re: Atmosphere Click-->@{" 75 " link IML-242} MSG- 242 Subject: Re: Atmosphere Click-->@{" 76 " link IML-243} MSG- 243 Subject: Re: Atmosphere Click-->@{" 77 " link IML-252} MSG- 252 Subject: Re: Atmosphere Click-->@{" 78 " link IML-370} MSG- 370 Subject: Re: Atmosphere Click-->@{" 79 " link IML-350} MSG- 350 Subject: Re: Atmosphere Click-->@{" 80 " link IML-262} MSG- 262 Subject: Re: Atmosphere Click-->@{" 81 " link IML-257} MSG- 257 Subject: Re: Atmosphere Click-->@{" 82 " link IML-226} MSG- 226 Subject: Re: Atmosphere Click-->@{" 83 " link IML-265} MSG- 265 Subject: Re: Atmosphere Click-->@{" 84 " link IML-337} MSG- 337 Subject: Re: Atmosphere Click-->@{" 85 " link IML-253} MSG- 253 Subject: Re: Atmosphere Click-->@{" 86 " link IML-237} MSG- 237 Subject: Re: Atmosphere Click-->@{" 87 " link IML-216} MSG- 216 Subject: Re: Atmosphere Click-->@{" 88 " link IML-309} MSG- 309 Subject: Re: Atmosphere Click-->@{" 89 " link IML-266} MSG- 266 Subject: Re: Atmosphere Click-->@{" 90 " link IML-287} MSG- 287 Subject: Re: Atmosphere Click-->@{" 91 " link IML-288} MSG- 288 Subject: B5 Aminet Uploads... Click-->@{" 92 " link IML-507} MSG- 507 Subject: Beta Testing?? Click-->@{" 93 " link IML-515} MSG- 515 Subject: Re: Beta Testing?? Click-->@{" 94 " link IML-113} MSG- 113 Subject: Book on writing textures Click-->@{" 95 " link IML-234} MSG- 234 Subject: Re: Book on writing textures Click-->@{" 96 " link IML-238} MSG- 238 Subject: Re: Book on writing textures Click-->@{" 97 " link IML-369} MSG- 369 Subject: Books ?!? Click-->@{" 98 " link IML-546} MSG- 546 Subject: Re: Brushmap tacking Click-->@{" 99 " link IML-29} MSG- 29 Subject: Color text failure Click-->@{" 100 " link IML-51} MSG- 51 Subject: Re: Color text failure Click-->@{" 101 " link IML-31} MSG- 31 Subject: Computer espionage by M$ (fwd) Click-->@{" 102 " link IML-48} MSG- 48 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 103 " link IML-47} MSG- 47 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 104 " link IML-37} MSG- 37 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 105 " link IML-52} MSG- 52 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 106 " link IML-64} MSG- 64 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 107 " link IML-49} MSG- 49 Subject: Re: Computer espionage by M$ (fwd) Click-->@{" 108 " link IML-139} MSG- 139 Subject: Conformations Click-->@{" 109 " link IML-202} MSG- 202 Subject: Conformations Click-->@{" 110 " link IML-145} MSG- 145 Subject: Conformations Click-->@{" 111 " link IML-152} MSG- 152 Subject: Re: Conformations Click-->@{" 112 " link IML-379} MSG- 379 Subject: D2i guide Click-->@{" 113 " link IML-328} MSG- 328 Subject: Dare 2 Imagine Guide Click-->@{" 114 " link IML-341} MSG- 341 Subject: Re: Dare 2 Imagine Guide Click-->@{" 115 " link IML-267} MSG- 267 Subject: Re: DCTV and Kinko's Click-->@{" 116 " link IML-224} MSG- 224 Subject: Re: DCTV and Kinko's Click-->@{" 117 " link IML-247} MSG- 247 Subject: Re: DCTV and Kinko's Click-->@{" 118 " link IML-132} MSG- 132 Subject: DCTV/DigiView digitizing (was: Rotoscoping) Click-->@{" 119 " link IML-423} MSG- 423 Subject: Depth of Field Click-->@{" 120 " link IML-392} MSG- 392 Subject: Depth of Field Click-->@{" 121 " link IML-374} MSG- 374 Subject: Depth of Field Click-->@{" 122 " link IML-15} MSG- 15 Subject: Depth of field camera settings Click-->@{" 123 " link IML-378} MSG- 378 Subject: Re: Depth of Field Click-->@{" 124 " link IML-380} MSG- 380 Subject: Re: Depth of Field Click-->@{" 125 " link IML-385} MSG- 385 Subject: Re: Depth of Field Click-->@{" 126 " link IML-401} MSG- 401 Subject: Re: Depth of Field Click-->@{" 127 " link IML-387} MSG- 387 Subject: Re: Depth of Field Click-->@{" 128 " link IML-332} MSG- 332 Subject: Developer Kit Info Click-->@{" 129 " link IML-331} MSG- 331 Subject: Re: Developer Kit Info Click-->@{" 130 " link IML-56} MSG- 56 Subject: Re: Different fluids - different colours Click-->@{" 131 " link IML-220} MSG- 220 Subject: Do you want a tutorial? Click-->@{" 132 " link IML-240} MSG- 240 Subject: Re: Do you want a tutorial? Click-->@{" 133 " link IML-2} MSG- 2 Subject: DOF Click-->@{" 134 " link IML-484} MSG- 484 Subject: DV magazine ad Click-->@{" 135 " link IML-432} MSG- 432 Subject: DV review of Pixel Putty Solo 1.3 Click-->@{" 136 " link IML-116} MSG- 116 Subject: DXF to Imagine Click-->@{" 137 " link IML-123} MSG- 123 Subject: RE: DXF to Imagine Click-->@{" 138 " link IML-209} MSG- 209 Subject: Re: DXF to Imagine Click-->@{" 139 " link IML-128} MSG- 128 Subject: Re: DXF to Imagine Click-->@{" 140 " link IML-119} MSG- 119 Subject: Re: DXF to Imagine Click-->@{" 141 " link IML-172} MSG- 172 Subject: Re: DXF to Imagine Click-->@{" 142 " link IML-171} MSG- 171 Subject: Easy MPEG Click-->@{" 143 " link IML-181} MSG- 181 Subject: Re: Easy MPEG Click-->@{" 144 " link IML-399} MSG- 399 Subject: Effects Documentation Click-->@{" 145 " link IML-343} MSG- 343 Subject: Effects.doc Click-->@{" 146 " link IML-377} MSG- 377 Subject: Re: Effects.doc Click-->@{" 147 " link IML-506} MSG- 506 Subject: Effects? Click-->@{" 148 " link IML-342} MSG- 342 Subject: Email and imagine Click-->@{" 149 " link IML-548} MSG- 548 Subject: Enough Lurking Click-->@{" 150 " link IML-80} MSG- 80 Subject: Explosion Flash Click-->@{" 151 " link IML-140} MSG- 140 Subject: Re: Explosion Flash Click-->@{" 152 " link IML-469} MSG- 469 Subject: Extrusion problem Click-->@{" 153 " link IML-478} MSG- 478 Subject: Re: Extrusion problem Click-->@{" 154 " link IML-476} MSG- 476 Subject: Re: Extrusion problem Click-->@{" 155 " link IML-477} MSG- 477 Subject: Re: Extrusion problem Click-->@{" 156 " link IML-367} MSG- 367 Subject: Eye-like camera Click-->@{" 157 " link IML-398} MSG- 398 Subject: Re: Eye-like camera Click-->@{" 158 " link IML-355} MSG- 355 Subject: FInally Upgraded Click-->@{" 159 " link IML-360} MSG- 360 Subject: Re: Finally Upgraded Click-->@{" 160 " link IML-359} MSG- 359 Subject: Re: FInally Upgraded Click-->@{" 161 " link IML-425} MSG- 425 Subject: Firehole tute? Click-->@{" 162 " link IML-164} MSG- 164 Subject: FLC resolution Click-->@{" 163 " link IML-199} MSG- 199 Subject: Re: FLC resolution - How to do it right!!! Click-->@{" 164 " link IML-198} MSG- 198 Subject: Re: FLC resolution Click-->@{" 165 " link IML-315} MSG- 315 Subject: Re: FLC resolution Click-->@{" 166 " link IML-290} MSG- 290 Subject: Re: FLC resolution Click-->@{" 167 " link IML-185} MSG- 185 Subject: Re: FLC resolution Click-->@{" 168 " link IML-191} MSG- 191 Subject: Re: FLC resolution Click-->@{" 169 " link IML-221} MSG- 221 Subject: Re: FLC resolution Click-->@{" 170 " link IML-192} MSG- 192 Subject: Re: FLC resolution Click-->@{" 171 " link IML-218} MSG- 218 Subject: Re: FLC resolution Click-->@{" 172 " link IML-231} MSG- 231 Subject: Re: FLC resolution Click-->@{" 173 " link IML-275} MSG- 275 Subject: Re: FLC resolution Click-->@{" 174 " link IML-368} MSG- 368 Subject: Re: FLC resolution Click-->@{" 175 " link IML-236} MSG- 236 Subject: Re: FLC resolution Click-->@{" 176 " link IML-168} MSG- 168 Subject: Re: FLC resolution Click-->@{" 177 " link IML-338} MSG- 338 Subject: Re: FLC resolution Click-->@{" 178 " link IML-277} MSG- 277 Subject: Re: FLC resolution Click-->@{" 179 " link IML-121} MSG- 121 Subject: For those who want to UNSUBSCRIBE Click-->@{" 180 " link IML-138} MSG- 138 Subject: FTP Problems Click-->@{" 181 " link IML-454} MSG- 454 Subject: Fwd: Interrupting Redraws Click-->@{" 182 " link IML-542} MSG- 542 Subject: Fwd: mapping & light Click-->@{" 183 " link IML-453} MSG- 453 Subject: Fwd: PC Imagine Uploads? Click-->@{" 184 " link IML-456} MSG- 456 Subject: Fwd: Screwy Mouse Pointer Click-->@{" 185 " link IML-458} MSG- 458 Subject: Fwd: Things Wanted and Just some talk Click-->@{" 186 " link IML-457} MSG- 457 Subject: Fwd: Univesa Click-->@{" 187 " link IML-455} MSG- 455 Subject: Fwd: Univesa Click-->@{" 188 " link IML-33} MSG- 33 Subject: Gfx formats to use as brush Click-->@{" 189 " link IML-43} MSG- 43 Subject: Re: Gfx formats to use as brush Click-->@{" 190 " link IML-494} MSG- 494 Subject: Good for a laugh: furry cow! Click-->@{" 191 " link IML-304} MSG- 304 Subject: Grow Effect prob in 2.0 Click-->@{" 192 " link IML-351} MSG- 351 Subject: Re: Grow Effect prob in 2.0 Click-->@{" 193 " link IML-382} MSG- 382 Subject: GVP 1230 MK1 Click-->@{" 194 " link IML-521} MSG- 521 Subject: HAIR textures (was: Re: wish list) Click-->@{" 195 " link IML-60} MSG- 60 Subject: Ham6 to fli/flc? Click-->@{" 196 " link IML-67} MSG- 67 Subject: Re: Ham6 to fli/flc? Click-->@{" 197 " link IML-448} MSG- 448 Subject: Hammers Click-->@{" 198 " link IML-429} MSG- 429 Subject: Hammers Click-->@{" 199 " link IML-100} MSG- 100 Subject: Hands and Feet Click-->@{" 200 " link IML-77} MSG- 77 Subject: Hands and Feet Click-->@{" 201 " link IML-90} MSG- 90 Subject: Re: Hands and Feet Click-->@{" 202 " link IML-97} MSG- 97 Subject: Re: Hands and Feet Click-->@{" 203 " link IML-96} MSG- 96 Subject: Re: Hands and Feet Click-->@{" 204 " link IML-4} MSG- 4 Subject: Re: Help with an effect Click-->@{" 205 " link IML-503} MSG- 503 Subject: Home Page Wonders Click-->@{" 206 " link IML-516} MSG- 516 Subject: Re: Home Page Wonders Click-->@{" 207 " link IML-505} MSG- 505 Subject: Homepage Click-->@{" 208 " link IML-19} MSG- 19 Subject: Re: How do I create a picture on my AMIGA for the PC world? Click-->@{" 209 " link IML-509} MSG- 509 Subject: Humanoid Click-->@{" 210 " link IML-241} MSG- 241 Subject: I'll Send it.... Click-->@{" 211 " link IML-502} MSG- 502 Subject: IM3.3 Click-->@{" 212 " link IML-504} MSG- 504 Subject: Re: IM3.3 Click-->@{" 213 " link IML-317} MSG- 317 Subject: Imagine & OS/2 Click-->@{" 214 " link IML-352} MSG- 352 Subject: Imagine & OS/2 Click-->@{" 215 " link IML-389} MSG- 389 Subject: Imagine 2.0 projects in 3.2 Click-->@{" 216 " link IML-394} MSG- 394 Subject: Imagine 2.0 projects in 3.2 Click-->@{" 217 " link IML-203} MSG- 203 Subject: Imagine 3.3 Click-->@{" 218 " link IML-146} MSG- 146 Subject: Imagine 3.3 Click-->@{" 219 " link IML-144} MSG- 144 Subject: Imagine 3.3 Click-->@{" 220 " link IML-155} MSG- 155 Subject: Re: Imagine 3.3 Click-->@{" 221 " link IML-175} MSG- 175 Subject: Imagine and VMM Click-->@{" 222 " link IML-186} MSG- 186 Subject: Re: Imagine and VMM Click-->@{" 223 " link IML-339} MSG- 339 Subject: Imagine Developers Kit Click-->@{" 224 " link IML-308} MSG- 308 Subject: Imagine Developers Kit Click-->@{" 225 " link IML-319} MSG- 319 Subject: Re: Imagine Developers Kit Click-->@{" 226 " link IML-307} MSG- 307 Subject: Re: Imagine Developers Kit Click-->@{" 227 " link IML-376} MSG- 376 Subject: RE: Imagine Developers Kit Click-->@{" 228 " link IML-310} MSG- 310 Subject: Re: Imagine Developers Kit Click-->@{" 229 " link IML-407} MSG- 407 Subject: Imagine Faq #6 Online Click-->@{" 230 " link IML-410} MSG- 410 Subject: Imagine Wish List Click-->@{" 231 " link IML-417} MSG- 417 Subject: Re: Imagine Wish List Click-->@{" 232 " link IML-68} MSG- 68 Subject: IML archives on Aminet Click-->@{" 233 " link IML-518} MSG- 518 Subject: IML homepages Click-->@{" 234 " link IML-479} MSG- 479 Subject: IML-FAQ#07 preview Click-->@{" 235 " link IML-344} MSG- 344 Subject: Impulse and a tip! Click-->@{" 236 " link IML-321} MSG- 321 Subject: Impulse and a tip! Click-->@{" 237 " link IML-326} MSG- 326 Subject: Re: Impulse and a tip! Click-->@{" 238 " link IML-386} MSG- 386 Subject: Impulse and contacting them Click-->@{" 239 " link IML-280} MSG- 280 Subject: Impulse??? Click-->@{" 240 " link IML-293} MSG- 293 Subject: Re: Impulse??? Click-->@{" 241 " link IML-292} MSG- 292 Subject: Re: Impulse??? Click-->@{" 242 " link IML-289} MSG- 289 Subject: Re: Impulse??? Click-->@{" 243 " link IML-306} MSG- 306 Subject: Re: Impulse??? Click-->@{" 244 " link IML-297} MSG- 297 Subject: Re: Impulse??? Click-->@{" 245 " link IML-295} MSG- 295 Subject: Re: Impulse??? Click-->@{" 246 " link IML-285} MSG- 285 Subject: Re: Impulse??? Click-->@{" 247 " link IML-334} MSG- 334 Subject: Re: Impulse??? Click-->@{" 248 " link IML-340} MSG- 340 Subject: Re: Impulse??? Click-->@{" 249 " link IML-345} MSG- 345 Subject: Re: Impulse??? Click-->@{" 250 " link IML-283} MSG- 283 Subject: Re: Impulse??? Click-->@{" 251 " link IML-325} MSG- 325 Subject: Re: Impulse??? Click-->@{" 252 " link IML-281} MSG- 281 Subject: Re: Impulse??? Click-->@{" 253 " link IML-415} MSG- 415 Subject: Interrupting Redraws Click-->@{" 254 " link IML-447} MSG- 447 Subject: Interrupting Redraws Click-->@{" 255 " link IML-452} MSG- 452 Subject: Re: Interrupting Redraws Click-->@{" 256 " link IML-268} MSG- 268 Subject: IS IT THERE ??? Click-->@{" 257 " link IML-271} MSG- 271 Subject: IS IT THERE ??? Click-->@{" 258 " link IML-190} MSG- 190 Subject: Is it worth it? Click-->@{" 259 " link IML-178} MSG- 178 Subject: Is it worth it? Click-->@{" 260 " link IML-196} MSG- 196 Subject: Re: Is it worth it? Click-->@{" 261 " link IML-200} MSG- 200 Subject: Re: Is it worth it? Click-->@{" 262 " link IML-193} MSG- 193 Subject: Re: Is it worth it? Click-->@{" 263 " link IML-246} MSG- 246 Subject: Jobs for modelers -Atlanta, GA Ibm required Click-->@{" 264 " link IML-525} MSG- 525 Subject: Let's get serious! Click-->@{" 265 " link IML-41} MSG- 41 Subject: Re: Light Flash (was Re: Ligh... Click-->@{" 266 " link IML-34} MSG- 34 Subject: Light Flash (was Re: Lighting Calculations) Click-->@{" 267 " link IML-282} MSG- 282 Subject: Lightbulb Click-->@{" 268 " link IML-127} MSG- 127 Subject: Re: Lighting Calculations Click-->@{" 269 " link IML-162} MSG- 162 Subject: RE: Lighting Calculations Click-->@{" 270 " link IML-130} MSG- 130 Subject: Re: Lighting Calculations Click-->@{" 271 " link IML-53} MSG- 53 Subject: Re: Lighting Calculations Click-->@{" 272 " link IML-55} MSG- 55 Subject: Re: Lighting Calculations Click-->@{" 273 " link IML-35} MSG- 35 Subject: Re: Lighting Calculations Click-->@{" 274 " link IML-18} MSG- 18 Subject: Re: Lighting Calculations Click-->@{" 275 " link IML-20} MSG- 20 Subject: Re: Lighting Calculations Click-->@{" 276 " link IML-114} MSG- 114 Subject: Re: Lighting Calculations Click-->@{" 277 " link IML-120} MSG- 120 Subject: RE: Lighting Calculations Click-->@{" 278 " link IML-86} MSG- 86 Subject: Re: Lighting Calculations Click-->@{" 279 " link IML-57} MSG- 57 Subject: Re: Lighting Calculations Click-->@{" 280 " link IML-59} MSG- 59 Subject: Re: Lighting Calculations Click-->@{" 281 " link IML-333} MSG- 333 Subject: Line o' pixels Click-->@{" 282 " link IML-475} MSG- 475 Subject: Lining up images on objects Click-->@{" 283 " link IML-6} MSG- 6 Subject: Making Movies (Mostly...) *grin* Click-->@{" 284 " link IML-16} MSG- 16 Subject: Re: Making Movies (Mostly...) *grin* Click-->@{" 285 " link IML-531} MSG- 531 Subject: Mapping & light Click-->@{" 286 " link IML-556} MSG- 556 Subject: Re: Metaball hand object pics LW PLUGIN Click-->@{" 287 " link IML-299} MSG- 299 Subject: Mike H Click-->@{" 288 " link IML-347} MSG- 347 Subject: Mike H Click-->@{" 289 " link IML-346} MSG- 346 Subject: Mike H Click-->@{" 290 " link IML-291} MSG- 291 Subject: Mike H / Textures [was: Re: Impulse???] Click-->@{" 291 " link IML-327} MSG- 327 Subject: Re: Mike H Click-->@{" 292 " link IML-302} MSG- 302 Subject: Re: Mike H Click-->@{" 293 " link IML-298} MSG- 298 Subject: Re: Mike H Click-->@{" 294 " link IML-348} MSG- 348 Subject: Re: Mike H Click-->@{" 295 " link IML-312} MSG- 312 Subject: Re: Mike H Click-->@{" 296 " link IML-311} MSG- 311 Subject: Re: Mike H Click-->@{" 297 " link IML-296} MSG- 296 Subject: Re: Mike H Click-->@{" 298 " link IML-335} MSG- 335 Subject: Re: Mike H Click-->@{" 299 " link IML-424} MSG- 424 Subject: Mike's Response! Click-->@{" 300 " link IML-431} MSG- 431 Subject: Re: Mike's Response! Click-->@{" 301 " link IML-115} MSG- 115 Subject: Mobius Strip Anim Click-->@{" 302 " link IML-201} MSG- 201 Subject: Mobius Strip Anim Click-->@{" 303 " link IML-324} MSG- 324 Subject: More Imagine info Click-->@{" 304 " link IML-462} MSG- 462 Subject: More'n'more things... Click-->@{" 305 " link IML-511} MSG- 511 Subject: Motion Blur Click-->@{" 306 " link IML-426} MSG- 426 Subject: Motion Blur Click-->@{" 307 " link IML-555} MSG- 555 Subject: Motion Blurring Click-->@{" 308 " link IML-428} MSG- 428 Subject: Re: Motion Blur Click-->@{" 309 " link IML-32} MSG- 32 Subject: Movie Click-->@{" 310 " link IML-217} MSG- 217 Subject: MovieSetter Click-->@{" 311 " link IML-260} MSG- 260 Subject: Re: MovieSetter Click-->@{" 312 " link IML-222} MSG- 222 Subject: Re: MovieSetter Click-->@{" 313 " link IML-258} MSG- 258 Subject: Re: MovieSetter Click-->@{" 314 " link IML-177} MSG- 177 Subject: Need help with effect Click-->@{" 315 " link IML-227} MSG- 227 Subject: Re: Need help with effect Click-->@{" 316 " link IML-197} MSG- 197 Subject: Re: Need help with effect Click-->@{" 317 " link IML-460} MSG- 460 Subject: Re: Need help with effect Click-->@{" 318 " link IML-547} MSG- 547 Subject: New Feature Administrator Click-->@{" 319 " link IML-553} MSG- 553 Subject: Re: New Feature Administrator Click-->@{" 320 " link IML-419} MSG- 419 Subject: New Features Wanted 4! Click-->@{" 321 " link IML-397} MSG- 397 Subject: New Features Wanted II Click-->@{" 322 " link IML-405} MSG- 405 Subject: New Features Wanted III! Click-->@{" 323 " link IML-412} MSG- 412 Subject: New Features Wanted III! Click-->@{" 324 " link IML-418} MSG- 418 Subject: Re: New Features Wanted III! Click-->@{" 325 " link IML-103} MSG- 103 Subject: New Ground Cover Click-->@{" 326 " link IML-474} MSG- 474 Subject: New homepage Click-->@{" 327 " link IML-533} MSG- 533 Subject: NEW NICKNAME! Click-->@{" 328 " link IML-559} MSG- 559 Subject: Re: NEW NICKNAME! Click-->@{" 329 " link IML-540} MSG- 540 Subject: NEWMODE-Perspective View Click-->@{" 330 " link IML-439} MSG- 439 Subject: Note on Wishlist Click-->@{" 331 " link IML-434} MSG- 434 Subject: Objects Click-->@{" 332 " link IML-357} MSG- 357 Subject: Off message post Click-->@{" 333 " link IML-87} MSG- 87 Subject: Re: Old Antialias Switch? Click-->@{" 334 " link IML-112} MSG- 112 Subject: Re: Old Antialias Switch? Click-->@{" 335 " link IML-74} MSG- 74 Subject: Re: Old Antialias Switch? Click-->@{" 336 " link IML-70} MSG- 70 Subject: Re: Old Antialias Switch? Click-->@{" 337 " link IML-89} MSG- 89 Subject: Re: Old Antialias Switch? Click-->@{" 338 " link IML-437} MSG- 437 Subject: One simple wish.. Click-->@{" 339 " link IML-160} MSG- 160 Subject: Particle/memory problem?(95 lines long) Click-->@{" 340 " link IML-228} MSG- 228 Subject: Particle/memory problem?(95 lines long) Click-->@{" 341 " link IML-183} MSG- 183 Subject: Re: Particle/memory problem?(95 lines long) Click-->@{" 342 " link IML-438} MSG- 438 Subject: PC Imagine Uploads? Click-->@{" 343 " link IML-444} MSG- 444 Subject: Re: PC Imagine Uploads? Click-->@{" 344 " link IML-150} MSG- 150 Subject: PC's and Video output. Click-->@{" 345 " link IML-182} MSG- 182 Subject: Pix Click-->@{" 346 " link IML-384} MSG- 384 Subject: PowerPC Amiga? Click-->@{" 347 " link IML-159} MSG- 159 Subject: Prefs Click-->@{" 348 " link IML-187} MSG- 187 Subject: Re: Prefs Click-->@{" 349 " link IML-211} MSG- 211 Subject: Re: Prefs Click-->@{" 350 " link IML-161} MSG- 161 Subject: Re: Prefs Click-->@{" 351 " link IML-170} MSG- 170 Subject: Re: Prefs Click-->@{" 352 " link IML-215} MSG- 215 Subject: Re: Prefs Click-->@{" 353 " link IML-235} MSG- 235 Subject: Problem With Texture Mapping Click-->@{" 354 " link IML-250} MSG- 250 Subject: Re: Problem With Texture Mapping Click-->@{" 355 " link IML-256} MSG- 256 Subject: Re: Problem With Texture Mapping Click-->@{" 356 " link IML-269} MSG- 269 Subject: Re: Problem With Texture Mapping Click-->@{" 357 " link IML-465} MSG- 465 Subject: Quickie (sort of) Click-->@{" 358 " link IML-126} MSG- 126 Subject: Quickie-Ground Cover Click-->@{" 359 " link IML-88} MSG- 88 Subject: Quickie-Ground Cover Click-->@{" 360 " link IML-69} MSG- 69 Subject: Quickie-Ground Cover Click-->@{" 361 " link IML-95} MSG- 95 Subject: Re: Quickie-Ground Cover Click-->@{" 362 " link IML-102} MSG- 102 Subject: Re: Quickie-Ground Cover Click-->@{" 363 " link IML-261} MSG- 261 Subject: Random-looking textures (was: Space Ship Textures) Click-->@{" 364 " link IML-284} MSG- 284 Subject: Re: Random-looking textures (was: Space Ship Textures) Click-->@{" 365 " link IML-274} MSG- 274 Subject: Re: Random-looking textures (was: Space Ship Textures) Click-->@{" 366 " link IML-245} MSG- 245 Subject: Re :space ship textures Click-->@{" 367 " link IML-323} MSG- 323 Subject: Re Mike H Click-->@{" 368 " link IML-318} MSG- 318 Subject: Re: Re Mike H Click-->@{" 369 " link IML-388} MSG- 388 Subject: RE.Depth of field2 Click-->@{" 370 " link IML-390} MSG- 390 Subject: RE.impulse and cont..... Click-->@{" 371 " link IML-403} MSG- 403 Subject: Re: RE.impulse and cont..... Click-->@{" 372 " link IML-9} MSG- 9 Subject: Re: RE: Trouble using tiff file as brush map Click-->@{" 373 " link IML-27} MSG- 27 Subject: RE:color text failure Click-->@{" 374 " link IML-107} MSG- 107 Subject: Re:Different Fluids Click-->@{" 375 " link IML-402} MSG- 402 Subject: Re:Eye-like camera Click-->@{" 376 " link IML-169} MSG- 169 Subject: RE:FLC resolution Click-->@{" 377 " link IML-233} MSG- 233 Subject: RE:FLC resolution Click-->@{" 378 " link IML-206} MSG- 206 Subject: RE:FLC resolution Click-->@{" 379 " link IML-210} MSG- 210 Subject: RE:FLC resolution Click-->@{" 380 " link IML-195} MSG- 195 Subject: RE:FLC resolution Click-->@{" 381 " link IML-179} MSG- 179 Subject: RE:FLC resolution Click-->@{" 382 " link IML-528} MSG- 528 Subject: RE:HAIR2 Click-->@{" 383 " link IML-23} MSG- 23 Subject: RE:Help with an effect Click-->@{" 384 " link IML-543} MSG- 543 Subject: Re:Humanoid Click-->@{" 385 " link IML-534} MSG- 534 Subject: Re:Humanoid Click-->@{" 386 " link IML-529} MSG- 529 Subject: RE:ImageFX Arexx Click-->@{" 387 " link IML-517} MSG- 517 Subject: RE:ImageFX Arexx Click-->@{" 388 " link IML-436} MSG- 436 Subject: RE:Motion blur++++ Click-->@{" 389 " link IML-125} MSG- 125 Subject: RE:My Homepage Click-->@{" 390 " link IML-110} MSG- 110 Subject: RE:My Homepage Click-->@{" 391 " link IML-45} MSG- 45 Subject: Re:MyHomepage(Tom) Click-->@{" 392 " link IML-22} MSG- 22 Subject: Re:MyHomepage(Tom) Click-->@{" 393 " link IML-24} MSG- 24 Subject: Re:Objects&Attributes Click-->@{" 394 " link IML-466} MSG- 466 Subject: Re:Quickie (sort of) Click-->@{" 395 " link IML-482} MSG- 482 Subject: Re: Re:Quickie (sort of) Click-->@{" 396 " link IML-501} MSG- 501 Subject: Re:Re:All that we want... Click-->@{" 397 " link IML-459} MSG- 459 Subject: Re:Re:All that we want... Click-->@{" 398 " link IML-551} MSG- 551 Subject: RE:REALTIME SUCKS2 Click-->@{" 399 " link IML-108} MSG- 108 Subject: RE:ROTOSCOPING Click-->@{" 400 " link IML-158} MSG- 158 Subject: RE:ROTOSCOPING Click-->@{" 401 " link IML-263} MSG- 263 Subject: RE:Vista-Pro Not working ! Click-->@{" 402 " link IML-561} MSG- 561 Subject: REALISTIC MATERIALS! Click-->@{" 403 " link IML-526} MSG- 526 Subject: REALTIME 3D SUCKS! Click-->@{" 404 " link IML-524} MSG- 524 Subject: Re: REALTIME 3D SUCKS! Click-->@{" 405 " link IML-541} MSG- 541 Subject: Re: REALTIME 3D SUCKS! Click-->@{" 406 " link IML-536} MSG- 536 Subject: Re: REALTIME 3D SUCKS! Click-->@{" 407 " link IML-557} MSG- 557 Subject: ReBoot Homepage Click-->@{" 408 " link IML-480} MSG- 480 Subject: Resolutions Click-->@{" 409 " link IML-487} MSG- 487 Subject: Re: Resolutions Click-->@{" 410 " link IML-3} MSG- 3 Subject: ReversePath'sDirection? Click-->@{" 411 " link IML-38} MSG- 38 Subject: ReversePath'sDirection? Click-->@{" 412 " link IML-273} MSG- 273 Subject: REX's and TEXTURES...again!!! Click-->@{" 413 " link IML-276} MSG- 276 Subject: Re: REX's and TEXTURES...again!!! Click-->@{" 414 " link IML-279} MSG- 279 Subject: Re[2]: REX's and TEXTURES...again!!! Click-->@{" 415 " link IML-104} MSG- 104 Subject: Rotoscoping Click-->@{" 416 " link IML-21} MSG- 21 Subject: Rotoscoping Click-->@{" 417 " link IML-131} MSG- 131 Subject: Rotoscoping Click-->@{" 418 " link IML-214} MSG- 214 Subject: Re: Rotoscoping Click-->@{" 419 " link IML-26} MSG- 26 Subject: Re: Rotoscoping Click-->@{" 420 " link IML-79} MSG- 79 Subject: Re: Rotoscoping Click-->@{" 421 " link IML-82} MSG- 82 Subject: Re: Rotoscoping Click-->@{" 422 " link IML-143} MSG- 143 Subject: Re: Rotoscoping Click-->@{" 423 " link IML-81} MSG- 81 Subject: Re: Rotoscoping Click-->@{" 424 " link IML-78} MSG- 78 Subject: Re: Rotoscoping Click-->@{" 425 " link IML-61} MSG- 61 Subject: Re: Rotoscoping Click-->@{" 426 " link IML-65} MSG- 65 Subject: RE: Rotoscoping Click-->@{" 427 " link IML-135} MSG- 135 Subject: Re: Rotoscoping Click-->@{" 428 " link IML-54} MSG- 54 Subject: Re: Rotoscoping Click-->@{" 429 " link IML-111} MSG- 111 Subject: Re: Rotoscoping Click-->@{" 430 " link IML-36} MSG- 36 Subject: Re: Rotoscoping Click-->@{" 431 " link IML-75} MSG- 75 Subject: RE: Rotoscoping Click-->@{" 432 " link IML-71} MSG- 71 Subject: Re: Rotoscoping Click-->@{" 433 " link IML-72} MSG- 72 Subject: Re: Rotoscoping Click-->@{" 434 " link IML-99} MSG- 99 Subject: Re: Rotoscoping Click-->@{" 435 " link IML-84} MSG- 84 Subject: Re: Rotoscoping Click-->@{" 436 " link IML-129} MSG- 129 Subject: Re: Rotoscoping Click-->@{" 437 " link IML-166} MSG- 166 Subject: Re: Rotoscoping Click-->@{" 438 " link IML-165} MSG- 165 Subject: Re: Rotoscoping Click-->@{" 439 " link IML-153} MSG- 153 Subject: Re: Rotoscoping Click-->@{" 440 " link IML-98} MSG- 98 Subject: Re: Rotoscoping Click-->@{" 441 " link IML-219} MSG- 219 Subject: Re: Scanline spheres vs. Trac... Click-->@{" 442 " link IML-205} MSG- 205 Subject: Scanline spheres vs. Trace spheres Click-->@{" 443 " link IML-229} MSG- 229 Subject: Scanline spheres vs. Trace spheres Click-->@{" 444 " link IML-440} MSG- 440 Subject: Screwy Mouse Pointer Click-->@{" 445 " link IML-473} MSG- 473 Subject: Screwy Mouse Pointer Click-->@{" 446 " link IML-445} MSG- 445 Subject: Re: Screwy Mouse Pointer Click-->@{" 447 " link IML-371} MSG- 371 Subject: Should I upgrade??? Click-->@{" 448 " link IML-353} MSG- 353 Subject: Should I upgrade??? Click-->@{" 449 " link IML-381} MSG- 381 Subject: Re: Should I Upgrade??? Click-->@{" 450 " link IML-363} MSG- 363 Subject: Re: Should I upgrade??? Click-->@{" 451 " link IML-520} MSG- 520 Subject: Shuttle/MIR Site Click-->@{" 452 " link IML-13} MSG- 13 Subject: Simpson/Goldman Murder Animation Click-->@{" 453 " link IML-300} MSG- 300 Subject: Smacker Flic Compression Click-->@{" 454 " link IML-154} MSG- 154 Subject: Snappy Click-->@{" 455 " link IML-461} MSG- 461 Subject: Snappy Frame Grabber Click-->@{" 456 " link IML-468} MSG- 468 Subject: Re: Snappy Frame Grabber Click-->@{" 457 " link IML-167} MSG- 167 Subject: Re: Snappy Click-->@{" 458 " link IML-213} MSG- 213 Subject: Re: Snappy Click-->@{" 459 " link IML-550} MSG- 550 Subject: Sorry!!! Click-->@{" 460 " link IML-157} MSG- 157 Subject: Space Ship Textures Click-->@{" 461 " link IML-316} MSG- 316 Subject: SPIN & SWEEP Click-->@{" 462 " link IML-365} MSG- 365 Subject: Re: SPIN & SWEEP Click-->@{" 463 " link IML-366} MSG- 366 Subject: Re: SPIN & SWEEP Click-->@{" 464 " link IML-329} MSG- 329 Subject: Re: SPIN & SWEEP Click-->@{" 465 " link IML-336} MSG- 336 Subject: Re: SPIN & SWEEP Click-->@{" 466 " link IML-349} MSG- 349 Subject: Re: SPIN & SWEEP Click-->@{" 467 " link IML-356} MSG- 356 Subject: Re: SPIN & SWEEP Click-->@{" 468 " link IML-50} MSG- 50 Subject: Spline Ed SubGroups Click-->@{" 469 " link IML-58} MSG- 58 Subject: Re: Spline Ed SubGroups Click-->@{" 470 " link IML-294} MSG- 294 Subject: Re: Spline Ed SubGroups Click-->@{" 471 " link IML-63} MSG- 63 Subject: Re: Spline Ed SubGroups Click-->@{" 472 " link IML-305} MSG- 305 Subject: Re: Spline Ed SubGroups Click-->@{" 473 " link IML-303} MSG- 303 Subject: Re: Spline Ed SubGroups Click-->@{" 474 " link IML-322} MSG- 322 Subject: Re: Spline Ed SubGroups Click-->@{" 475 " link IML-313} MSG- 313 Subject: Re: Spline Ed SubGroups Click-->@{" 476 " link IML-393} MSG- 393 Subject: Spline interpolation (was: Re: Atmosphere) Click-->@{" 477 " link IML-375} MSG- 375 Subject: Spline interpolation (was: Re: Atmosphere) Click-->@{" 478 " link IML-498} MSG- 498 Subject: Re: Spline interpolation Click-->@{" 479 " link IML-149} MSG- 149 Subject: ST:tng shield Click-->@{" 480 " link IML-562} MSG- 562 Subject: States menu. Click-->@{" 481 " link IML-373} MSG- 373 Subject: Stereo 3D explained Click-->@{" 482 " link IML-383} MSG- 383 Subject: Re: Stereo 3D explained Click-->@{" 483 " link IML-372} MSG- 372 Subject: Re: Stereo 3D explained Click-->@{" 484 " link IML-364} MSG- 364 Subject: Stereo 3D on Imagine 2.0 Click-->@{" 485 " link IML-83} MSG- 83 Subject: SWapCRF, SOLID Click-->@{" 486 " link IML-66} MSG- 66 Subject: SWapCRF, SOLID Click-->@{" 487 " link IML-91} MSG- 91 Subject: Re: SWapCRF, SOLID Click-->@{" 488 " link IML-122} MSG- 122 Subject: Re: SWapCRF, SOLID Click-->@{" 489 " link IML-147} MSG- 147 Subject: Re: SWapCRF, SOLID Click-->@{" 490 " link IML-93} MSG- 93 Subject: Re: SWapCRF, SOLID Click-->@{" 491 " link IML-76} MSG- 76 Subject: Re: SWapCRF, SOLID Click-->@{" 492 " link IML-133} MSG- 133 Subject: Re: SWapCRF, SOLID Click-->@{" 493 " link IML-354} MSG- 354 Subject: TDDD Info? Click-->@{" 494 " link IML-361} MSG- 361 Subject: Re: TDDD Info? Click-->@{" 495 " link IML-362} MSG- 362 Subject: Re: TDDD Info? Click-->@{" 496 " link IML-25} MSG- 25 Subject: TEXTURE-DIFFERES Click-->@{" 497 " link IML-46} MSG- 46 Subject: TEXTURE-DIFFERES Click-->@{" 498 " link IML-42} MSG- 42 Subject: Re: TEXTURE-DIFFERES Click-->@{" 499 " link IML-396} MSG- 396 Subject: Textures Click-->@{" 500 " link IML-400} MSG- 400 Subject: Re: Textures Click-->@{" 501 " link IML-530} MSG- 530 Subject: The wishlist syndrome Click-->@{" 502 " link IML-413} MSG- 413 Subject: Things Wanted and Just some talk Click-->@{" 503 " link IML-409} MSG- 409 Subject: Things Wanted and Just some talk Click-->@{" 504 " link IML-443} MSG- 443 Subject: Re: Things Wanted and Just some talk Click-->@{" 505 " link IML-411} MSG- 411 Subject: Re: Things Wanted and Just some talk Click-->@{" 506 " link IML-414} MSG- 414 Subject: Re: Things Wanted and Just some talk Click-->@{" 507 " link IML-451} MSG- 451 Subject: Re: Things Wanted and Just some talk Click-->@{" 508 " link IML-8} MSG- 8 Subject: TIP : Depth of Field Click-->@{" 509 " link IML-7} MSG- 7 Subject: Trouble using tiff file as brush map Click-->@{" 510 " link IML-12} MSG- 12 Subject: Re: Trouble using tiff file as brush map Click-->@{" 511 " link IML-1} MSG- 1 Subject: Re: Trouble using tiff file as brush map Click-->@{" 512 " link IML-10} MSG- 10 Subject: RE: Trouble using tiff file as brush map Click-->@{" 513 " link IML-5} MSG- 5 Subject: Re: Two things Click-->@{" 514 " link IML-14} MSG- 14 Subject: Re: Two things Click-->@{" 515 " link IML-40} MSG- 40 Subject: Re: Two things Click-->@{" 516 " link IML-39} MSG- 39 Subject: Re: Two things Click-->@{" 517 " link IML-449} MSG- 449 Subject: Univesa Click-->@{" 518 " link IML-450} MSG- 450 Subject: Re: Univesa Click-->@{" 519 " link IML-358} MSG- 358 Subject: UNSUBSCRIBE*UNSUBSCRIBE*UNSUBSCRIBE*UNSUBSCRIBE !!!! Click-->@{" 520 " link IML-101} MSG- 101 Subject: Variation on a theme Click-->@{" 521 " link IML-463} MSG- 463 Subject: Version 3.3, whoopee Click-->@{" 522 " link IML-156} MSG- 156 Subject: Video mail lists Click-->@{" 523 " link IML-488} MSG- 488 Subject: Viewpoint CDROM/Avalon changes Click-->@{" 524 " link IML-180} MSG- 180 Subject: Vista Pro not working ! Click-->@{" 525 " link IML-194} MSG- 194 Subject: Re: Vista Pro not working ! Click-->@{" 526 " link IML-207} MSG- 207 Subject: Re: Vista Pro not working ! Click-->@{" 527 " link IML-212} MSG- 212 Subject: Wacom tablets Click-->@{" 528 " link IML-259} MSG- 259 Subject: Re: Wacom tablets Click-->@{" 529 " link IML-248} MSG- 248 Subject: Re: Wacom tablets Click-->@{" 530 " link IML-286} MSG- 286 Subject: Re: Wacom Tablet Click-->@{" 531 " link IML-264} MSG- 264 Subject: Re: Wacom Tablet Click-->@{" 532 " link IML-512} MSG- 512 Subject: Re: Wanted- brush tacking Click-->@{" 533 " link IML-522} MSG- 522 Subject: Re: Wanted- brush tacking Click-->@{" 534 " link IML-519} MSG- 519 Subject: Re: Wanted-brush tacking Click-->@{" 535 " link IML-523} MSG- 523 Subject: Re: Wanted-brush tacking Click-->@{" 536 " link IML-406} MSG- 406 Subject: Waterfall?!? Click-->@{" 537 " link IML-532} MSG- 532 Subject: Weekly Postings Click-->@{" 538 " link IML-535} MSG- 535 Subject: What is NURBS ? Click-->@{" 539 " link IML-538} MSG- 538 Subject: Re: What is NURBS ? Click-->@{" 540 " link IML-435} MSG- 435 Subject: What might be, what might not Click-->@{" 541 " link IML-486} MSG- 486 Subject: Whats DPS PAR ? Click-->@{" 542 " link IML-254} MSG- 254 Subject: Whew!!! Glad thats done!!! Click-->@{" 543 " link IML-270} MSG- 270 Subject: Windows 3.11, Windows NT 3.5, Windows 95 Click-->@{" 544 " link IML-255} MSG- 255 Subject: Windows 3.11, Windows NT 3.5, Windows 95 Click-->@{" 545 " link IML-137} MSG- 137 Subject: Wire-frame rendering Click-->@{" 546 " link IML-134} MSG- 134 Subject: Wire-frame rendering Click-->@{" 547 " link IML-208} MSG- 208 Subject: Re: Wire-frame rendering Click-->@{" 548 " link IML-142} MSG- 142 Subject: Re: Wire-frame rendering Click-->@{" 549 " link IML-330} MSG- 330 Subject: Re: Wire-frame rendering Click-->@{" 550 " link IML-136} MSG- 136 Subject: Wireframe redux Click-->@{" 551 " link IML-421} MSG- 421 Subject: Wish list Click-->@{" 552 " link IML-483} MSG- 483 Subject: Wish list Click-->@{" 553 " link IML-499} MSG- 499 Subject: Re: Wish list Click-->@{" 554 " link IML-427} MSG- 427 Subject: Wishing..upon a 3d star... Click-->@{" 555 " link IML-430} MSG- 430 Subject: Wishlist Click-->@{" 556 " link IML-537} MSG- 537 Subject: Wishlist Click-->@{" 557 " link IML-545} MSG- 545 Subject: Wishlist Click-->@{" 558 " link IML-485} MSG- 485 Subject: Re: Wishlist Click-->@{" 559 " link IML-433} MSG- 433 Subject: Re: Wishlist Click-->@{" 560 " link IML-552} MSG- 552 Subject: Re: Wishlist Click-->@{" 561 " link IML-558} MSG- 558 Subject: Re: Wishlist Click-->@{" 562 " link IML-549} MSG- 549 Subject: Yet another wish @endnode Index @node IML-1 " MSG-1 Subject: Re: Trouble using tiff file as brush map @toc contents Subject: Re: Trouble using tiff file as brush map Date: Thursday, 01 June 1995 00:26:10 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >Last night I tried to use a tiff file saved from Fractal Design >Painter 3.1 as a brush map. Imagine 2.0 PC complained that it didn't >like the file. I think the error was "unknow tiff format" or >something. I was able to save my FDP image as a jpeg and then convert >it with the image processing tool that comes with Shaddock's imagine >book to a "tiff 5.0" file. This worked. There must be an easier way. > >I didn't even know that tiff had different versions, but apparently >so. Which versions does Imagine 2.0 understand? Is there restriction >on the variations of tiff that I'm hitting. Like number of colors or >compression or something? > I believe it has to do with the compression of the .tif file. I've run into this too, and that was usually it. Look for an option in the program you saved the tif with to make sure it is uncompressed. If you can't find it there, there is an excellent converter called Image Alchemy that will do it for sure! --------------------------------- Fred Aderhold fredster@cyberport.net After we pull the pin, Mr. Grenade is NOT our friend! --------------------------------- @{" Thread 10" link IML-10} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-2 " MSG-2 Subject: DOF @toc contents Subject: DOF Date: Thursday, 01 June 1995 00:27:21 From: dunc ---------------------------------------------------------------------------- On May 31, DEBEAUMONT, GEORGE wrote: |-------------------- text of forwarded message follows --------------------| As a final addition to an image, I decided to defocus background objects. The DOF text file was a mess...just downright painful to read. After several passes, I decided to do a quality control check on my thought processes. I pulled out a text book on radiation chemistry (which I know little about) and found I could make better progress. Anyway, with a few clues hiding in the DOF text file and several hours of trial and error I managed to get the result I wanted. If there is someone out there who has pulled himself/herself up out of the gutter and understands Imagine's implementation of DOF, there are at least a couple of us who are still face down in the mud and in need of assistance. George ive checked this out a while ago what i did was set it all up according to the dof.txt the go back to the stage and quickrender check the defocus box for a small value -to check the maths is right the manual says the defocus in the q/r reques ter should be used with smallish values if the value is reasonable i rendered if you have a big value it will slow down the render a little i cant remember the theory i used to calculate the values in the dof requester duncan |------------------------- end of forwarded message ------------------------| ||||||||||||||||||||||||||||||||||||| | | | dunc@eraser.demon.co.uk | | | ||||||||||||||||||||||||||||||||||||| @{" Thread 484" link IML-484} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-3 " MSG-3 Subject: ReversePath'sDirection? @toc contents Subject: ReversePath'sDirection? Date: Thursday, 01 June 1995 01:48:35 From: Torgeir Holm ---------------------------------------------------------------------------- On 31-May-95 10:52:33, Mike McCool wrote: >This sounds a bit vague, so maybe my exact designs would help. I have a >curly s-shaped path, along which a wormy-snake-like object will >grow/extrude over time. The GROW effect is delicious for this--but I >want the worm/snake to go on past the camera and leave the scene. You >know, his head passes the camera and passes out of the screen and then >his tail comes on by and passes out too? >I've gotten interesting results just using GROW's 'Time Reversed' button, >making the worm/snake wiggle in, then recede the way he came--and I was >hoping to use this trick to somehow make the object pass on into and >through the scene. You know, make the object's head and tail identical, >then load in a second identical version of the object, only with the path >ends inverted, so the start of the path becomes the end of the path, and so >that, with the Time Reversed button set, he'll 'grow' backwards, past the >camera and out of the scene? >(The above paragraph reads like a bad translation from the German. If anyone >makes sense out of it, I'll give them fifty bucks). I got it all :)) Anyway, is there a specific reason for using grow in your project? I made a worm (the 'dune' kind of worm though) animation a few months ago, looking much the same way you describe here. The way I did it was creating my worm object in detail, making sure the y axis was parallell to the worm, sitting in the centre of the head. I then created my motion path in Stage. A typical wiggly worm path, moving around and over some dunes (BTW: beige planes with waves texture, a noise texture, and some magnetic dragging make gread sand dunes.) When importing my worm into the action editor, i deleted the position and allignment bars, and added new ones. For the position bar I used follow path, selecting my worm path, and in the allignment bar I chose conform to path. The latter option causes the the object to deform itself along the path as it moves. My worm even had states for opening its mouth and stuff. I'll put it on aminet if there is an interest.. Torge!r @{" Thread 38" link IML-38} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-4 " MSG-4 Subject: Re: Help with an effect @toc contents Subject: Re: Help with an effect Date: Thursday, 01 June 1995 03:43:13 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Murray, on May 31 you wrote: > Hi all. I wonder if you could help me with an effect I'm trying to get... > > For a picture I'm doing in Imagine 3.0 (on PC and/or Amiga...) I have > made a model of a submarine. What I want doming out of the back of the > sub is a disturbed water style of effect, much like the one that they > used in "The Hunt for Red October" for that wierd aqua-jet on the Red > October, but I don't want to surround my scene with a HUGE sphere of > water, I just want the effect to be in the "air" at the back of the > sub... any help would be appreciated... If you have a copy of Gareth Qually's tip on making steam or smoke with the CoolFir texture you could tweak its Noise settings and rotate the axes to get a pretty good swirl effect. You could apply it to a cone or cylinder. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 503" link IML-503} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-5 " MSG-5 Subject: Re: Two things @toc contents Subject: Re: Two things Date: Thursday, 01 June 1995 04:31:36 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Conny, on May 31 you wrote: > 1 > = > There's a new image in my gallery. > URL http://www.kiruna.se/is/cjo/gallery.html > (Check out --"-- /monthly.html as well) > > 2 > = > Why on earth haven't I used "set zone" before?!? > What a neat feature! It can sure speed things up can't it. I used it when trying out the "steam rising from coffee/tea" tip. I rendered the first frame in full, went back to the Stage and set a zone around the top of the cup and rendered the rest of the frames. Then I used ADPro to composite the "zones" onto the first frame. It cuts down the rendering times :-) There are so many great and sometimes obscure features that you tend to neglect them. Now I'll have to get used to using Layers, don't use them much. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 14" link IML-14} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-6 " MSG-6 Subject: Making Movies (Mostly...) *grin* @toc contents Subject: Making Movies (Mostly...) *grin* Date: Thursday, 01 June 1995 05:43:50 From: paris@lor.jrent.com ---------------------------------------------------------------------------- Does anyone have any info on writing scripts to make movies in Imagine? Did anyone ever get any docs from Impulse on writing the scripts for the 'make movie' feature in the Project Editor? If not, I'll just write to Mike again... *grin* Also, has everyone heard that Blobs are going to be in version 4.0? And about REXX... what does anyone think of the idea of adding a command line interface to Imagine that would allow you to use functions from the command line? It would at least allow both Amiga and Dos users the capability to write more general scripts than I think that you can in a make-movie script, although possibly not as flexible as AREXX... Let me know what you think... --Jeff (paris@lor.jrent.com) @{" Thread 16" link IML-16} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-7 " MSG-7 Subject: Trouble using tiff file as brush map @toc contents Subject: Trouble using tiff file as brush map Date: Thursday, 01 June 1995 07:41:29 From: tome@next.com.au (Tom Ellard) ---------------------------------------------------------------------------- >From: Rich Van Gaasbeck > >Last night I tried to use a tiff file saved from Fractal Design >Painter 3.1 as a brush map. Imagine 2.0 PC complained that it didn't >like the file Make sure you turn off the alpha channel (mask) when saving from Fractal Painter - it's definetly Painter's fault as other programs don't like it either. Tom Ellard, Severed Communications Australia tome@next.com.au @{" Thread 12" link IML-12} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-8 " MSG-8 Subject: TIP : Depth of Field @toc contents Subject: TIP : Depth of Field Date: Thursday, 01 June 1995 11:08:43 From: Stuart Hogton ---------------------------------------------------------------------------- Hello All, I have been playing with DOF recently and I came up with a method to easily work out the depth I wanted. Firstly, create a line of primitives with a small distance between them. Place the camera at one end looking down the line. Make sure you can see all the primitives. Go to the Action editor and add an actor bar in the camera. Do not change anything but the DOF value (try 3.0 to start with). Do a test render to see if this creates the amount of depth you desire. Once you achieve the desired depth, translate your primitives in the z-axis only until they are out of shot. Now place your objects in the scene whilst referring to your test render and the line of primitives to see how blurred each object will be. Hey presto! I hope this soothes any troubled souls. Stu. @{" Thread 7" link IML-7} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-9 " MSG-9 Subject: Re: RE: Trouble using tiff file as brush map @toc contents Subject: Re: RE: Trouble using tiff file as brush map Date: Thursday, 01 June 1995 12:41:00 From: Michael North ---------------------------------------------------------------------------- > I am not really sure if this is true but is Fractal Design saving the alp= > ha channel information as a sub-chunk in the tiff file. If it is then Im= > agine should be ignoring it. Generally the guidelines for using IFF type= > files is to ignore the chunks you don't understand. If anyone has FD it= > would be interesting to check this, it could be a bug in Imagine. > > Joe Cotellese > =09 > > Make sure you turn off the alpha channel (mask) when saving from Fr= > actal Painter - it's definitely Painter's fault as other programs don't l= > ike it either. > > Tom Ellard, Severed Communications Australia tome@next.com.au > It's almost certainly the fault of the mask. You have to be very careful, beca use if you just hit save in FDP it will always save the mask along with the tiff. You have to use "save as" and turn off the mask every time. And I don't think you could say it's a bug in Imagine not to like this. Other programs, such as Picture Publisher, which should be able to cope with mask layers, can't properly read FDP tiffs either (or, it reads them as an inverted 32-bit CMYK file). Michael @{" Thread 27" link IML-27} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-10 " MSG-10 Subject: RE: Trouble using tiff file as brush map @toc contents Subject: RE: Trouble using tiff file as brush map Date: Thursday, 01 June 1995 15:18:39 From: Joe Cotellese ---------------------------------------------------------------------------- I am not really sure if this is true but is Fractal Design saving the alp= ha channel information as a sub-chunk in the tiff file. If it is then Im= agine should be ignoring it. Generally the guidelines for using IFF type= files is to ignore the chunks you don't understand. If anyone has FD it= would be interesting to check this, it could be a bug in Imagine. Joe Cotellese =09 Make sure you turn off the alpha channel (mask) when saving from Fr= actal Painter - it's definitely Painter's fault as other programs don't l= ike it either. Tom Ellard, Severed Communications Australia tome@next.com.au @{" Thread 5" link IML-5} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-11 " MSG-11 Subject: 3ds objects on Imagine? @toc contents Subject: 3ds objects on Imagine? Date: Thursday, 01 June 1995 22:46:45 From: Broctune@aol.com ---------------------------------------------------------------------------- Is there a way I can load 3d Studio objects onto imagine, I have a PC and I am wondering where I could find a program or what to do. Thanx in advance @{" Thread 30" link IML-30} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-12 " MSG-12 Subject: Re: Trouble using tiff file as brush map @toc contents Subject: Re: Trouble using tiff file as brush map Date: Thursday, 01 June 1995 23:44:56 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Wed, 31 May 1995, Fred Aderhold wrote: > >Last night I tried to use a tiff file saved from Fractal Design > >Painter 3.1 as a brush map. Imagine 2.0 PC complained that it didn't > >like the file. I think the error was "unknow tiff format" or > >something. I was able to save my FDP image as a jpeg and then convert > >it with the image processing tool that comes with Shaddock's imagine > >book to a "tiff 5.0" file. This worked. There must be an easier way. > > > >I didn't even know that tiff had different versions, but apparently > >so. Which versions does Imagine 2.0 understand? Is there restriction > >on the variations of tiff that I'm hitting. Like number of colors or > >compression or something? > > > > I believe it has to do with the compression of the .tif file. I've run into > this too, and that was usually it. Look for an option in the program you > saved the tif with to make sure it is uncompressed. If you can't find it > there, there is an excellent converter called Image Alchemy that will do it > for sure! > > --------------------------------- > Fred Aderhold > fredster@cyberport.net > > After we pull the pin, Mr. Grenade is > NOT our friend! > > --------------------------------- > > I have found that 3.2 does not like tiff files on the pc so I use IFF and they work fine on the pc. mumu @{" Thread 1" link IML-1} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-13 " MSG-13 Subject: Simpson/Goldman Murder Animation @toc contents Subject: Simpson/Goldman Murder Animation Date: Thursday, 01 June 1995 23:49:14 From: Ted Stethem ---------------------------------------------------------------------------- Don't know how many people saw it, but c/net, a show on USA and Sci-Fi channels, has been showing a computer animation they contracted out to an animation house that specializes in courtroom visualization. The computer animation depicts the murders of Nicole Simpson and Ron Goldman by a single assailant. Aside from the gruesome aspects, it is really an impressive computer animation. This weekend, on June 3rd, c/net will be doing a show on the behind-the-scenes creation of the animation. While the animation house doesn't use Imagine (or PC's or Amiga's for that matter), it might be of interest to see how professionals in the industry are putting together their animations. From the preview, they appear to be using SGI and Alias exclusively but that is pretty common in the high-end production houses. The character animation is very fluid so it will be interesting to see how they did it. Also, you can download a partial clip of the murder animation from www.cnet.com. The 320x240 MPEG is 5.7MB but there are also .AVI and .MOV versions there also. @{" Thread 300" link IML-300} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-14 " MSG-14 Subject: Re: Two things @toc contents Subject: Re: Two things Date: Thursday, 01 June 1995 23:58:52 From: Kent Marshall Worley ---------------------------------------------------------------------------- > > There are so many great and sometimes obscure features that you tend to > neglect them. Now I'll have to get used to using Layers, don't use them > much. > > -- Bob > > : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : > : Amiga A3000/25 : Ballina, NSW Australia : > layers have helped me in my race animation! I have a different layer for each race car. racecar is racecar spelled backwards! mumu @{" Thread 40" link IML-40} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-15 " MSG-15 Subject: Depth of field camera settings @toc contents Subject: Depth of field camera settings Date: Friday, 02 June 1995 00:44:21 From: datctva@PrimeNet.Com (DThompson) ---------------------------------------------------------------------------- If you want the simple way to implement depth of field, here it is, otherwise the the more complicated way ends up being just as indecipherable as the Impulse text you've got in front of you. 1- Place your camera where you want it to be. aim it. 2- turn on camera lines. size the local y axis untill the plane that represents its outer boundery is on top of the object you want in focus. 3- Scale the local x axis until the field of view is what you want. Do not move or rotate the camera. If you do, go back and re-adjust the y axis again so it falls across the object you want in focus. 4- Save, save, exit and enter the action editor. Add an actor bar to the camera. 5- A requester pops up. Make sure you set the Y size is depth of field distance button to on, the apperature size is depth of field width multiplier button to on, and set the amount to around .01 in the apperature size box. 6- Render. If you want to do it the more accurate way with a real apperature size and racking focal distances, a good method is to sketch your scene out, record all the distances, and work out the formulas they give you in the text. Anyone who wants a little more help on this can E-mail me. Dave Thompson @{" Thread 378" link IML-378} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-16 " MSG-16 Subject: Re: Making Movies (Mostly...) *grin* @toc contents Subject: Re: Making Movies (Mostly...) *grin* Date: Friday, 02 June 1995 00:52:45 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- > >And about REXX... what does anyone think of the idea of adding a command line >interface to Imagine that would allow you to use functions from the command >line? It would at least allow both Amiga and Dos users the capability to write I for one would like to see command line capabilities in Imagine. It'd be real handy to render a project then process the frames in a batch file! --------------------------------- Fred Aderhold fredster@cyberport.net After we pull the pin, Mr. Grenade is NOT our friend! --------------------------------- @{" Thread 531" link IML-531} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-17 " MSG-17 Subject: Re: 3ds objects on Imagine? @toc contents Subject: Re: 3ds objects on Imagine? Date: Friday, 02 June 1995 00:52:49 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- > Is there a way I can load 3d Studio objects onto imagine, I have a PC and I >am wondering where I could find a program or what to do. > There's a program called WCVT2POV that will convert 3DS files to DXF, which can then be loaded into Imagine. Works pretty good, and is a Windows program. If it's not on AOL, it's at ftp.povray.org under povray/utilities. That's a good site to visit anyway, there's a lot of cool PC graphic utilities there. --------------------------------- Fred Aderhold fredster@cyberport.net After we pull the pin, Mr. Grenade is NOT our friend! --------------------------------- @{" Thread 105" link IML-105} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-18 " MSG-18 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Friday, 02 June 1995 01:24:49 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello Jeff, on May 31 you wrote: > Are there any means of determining how 'bright' a light to use based on > wattages? What I mean is, is there any way to equate the values in Imagine > with the wattage rating on a RL light-bulb, and if so, how? ... Also, in > the FAQ, it says that we can use values greater than 255 for lights...? > Does this actually work, or does Imagine simply treat values greater than > 255 as being equal to 255? The manual states that for reference purposes you can consider a 255,255,255 light a 255 watt light bulb and a 128,128,128 a 128 watt light bulb and so on. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 20" link IML-20} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-19 " MSG-19 Subject: Re: How do I create a picture on my AMIGA for the PC world? @toc contents Subject: Re: How do I create a picture on my AMIGA for the PC world? Date: Friday, 02 June 1995 01:44:03 From: Catherine A Tromanhauser ---------------------------------------------------------------------------- On Wed, 31 May 1995, Steve McLaughlin wrote: > Hi, what's the easiest way to get a picture created on my AMIGA Imagine v3.0 > to a pc paint program, for example Corel? I want to print them out at my > local copier store. Does Imagine(amiga) have any output other than ILBM? > thanks > I believe Corel will accept BMP and PCX 24bit files so I use AdPro to convert the files and then put them on an IBM disk and take them to my local print store for colour output. If you can't get access to AdPro there's probably some PD or SW on Aminet that can do the conversion for you. Hope I helped. Sully @{" Thread 509" link IML-509} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-20 " MSG-20 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Friday, 02 June 1995 01:47:06 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello Roger, on May 31 you wrote: > On Wed, 31 May 1995 paris@lor.jrent.com wrote: > > > ... Also, in the FAQ, it > > says that we can use values greater than 255 for lights...? Does this actual ly > > work, or does Imagine simply treat values greater than 255 as being equal to > > 255? > > Values greater than 255 are treated as brighter light sources, i.e., if > you place a 255,255,255 light 20 units off of a ground and render, the > area that the light illuminates is relatively small, but if you increase > the light's intensity to 1000,1000,1000, then it will illuminate a much > greater area. I hope that's decipherable by someone other than me... If I wanted to create the effect of a bright flash at the moment an object explodes or shreds, ie. the screen turns completely white, would this be possible by morphing a normal light to an intense light and back to a normal light? I was thinking of placing this light in front of the camera. Actually a severe lens flare would probably work as well. I was going to create this effect in a paint program but it might be easier using Imagine. -- Bob @{" Thread 114" link IML-114} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-21 " MSG-21 Subject: Rotoscoping @toc contents Subject: Rotoscoping Date: Friday, 02 June 1995 02:00:17 From: Granberg Tom ---------------------------------------------------------------------------- Hey guys&gals! Is there a way to do rotoscoping in imagine, I mean actualy seeing the pictures(seq.) you are working on? I've tried to show pics in the perspective window(full) but the trouble is, 1. when you move to another keyframe imagine doesnt update the picture(seq.), 2. when you do a render the picture is displaced so the objects,lights,effects you have matched with the footage doesnt fit anymore(frustrating ey?) Using V-3.2 Does anyone know if Impulse going to put some more light effects into imagine, like different kind's of lens flares for differnet types of camera's: 35mm, 16mm, 70mm, 1/2"ccd, 1/3"ccd, lights glows, etc. It would be nice with a optical effects package(plugin kind of type) for imagine so you could design your own special effects, take for instance the HAZE global effect, first of all it should not be only a global effect, and second it is almost unusable since it has no threshold settings, just a fixed color setting, so bye bye to tranparent effects, light haze in a fog, and things like this, and it is in these kind of situations you would use it, or what? OK! enough wining, it's a great package after all, dont you agree? (JUST GIVE US USERS WHAT WEEEEEEE WAAAAANT!!) tom.granberg@tv2.no Word for the day:"Machines doesnt make nice graphics, I do!" @{" Thread 131" link IML-131} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-22 " MSG-22 Subject: Re:MyHomepage(Tom) @toc contents Subject: Re:MyHomepage(Tom) Date: Friday, 02 June 1995 02:01:22 From: Granberg Tom ---------------------------------------------------------------------------- Hey Togeir! Nice of you to stop by my homepage, and I'm glad you liked my stuff, more and better stuff is coming that way. By the way I agree that I should put up some more heavy compressed pictures as well as the high quality ones. On your question about the heat vapour(FOG) from the cup in the "T-BAG Graphics" image, yes it is a fog object with, if I'm not misstaken, the nebula texture on it. This texture is a bit tricky to get god results from, but when you do, wooow dudelido timeout kick me, pleasing!. One problem I found in this texture and, when I come to think of it, all the fog textures, it disapears when you look at it along the z axis.........Strange? Word for the day:"Eks-o-dos, Creek word, meaning: Departure, the latin word for it is: EXODUS" as in the second book in the Bible! tom.granberg@tv2.no @{" Thread 24" link IML-24} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-23 " MSG-23 Subject: RE:Help with an effect @toc contents Subject: RE:Help with an effect Date: Friday, 02 June 1995 02:45:56 From: Granberg Tom ---------------------------------------------------------------------------- Howdy all! Murray wrote: -Also, to Tom Granberg, on your picture of the half-face in a fish tank -(don't blame me, that's what it looks like) how did you make the wires -bend so smoothly... every time I try that effect I get nothing as good -looking as you do... Well, yes it's a half face, and the picture is called: Intel(igence) just for fun! The wires is extruded along paths, to avoid to many faces but keep a lot of cross sections, i used a disk with only 3 points. I then extruded it, first with a small cross section number, and if i'm not satisfied, increasing the cross section number. On your question about the aqua jet, if I understand it correctly you want a beam type of flow behind the sub, right! First of all I want to know what version of Imagine you have, then I maybe of some help. See you around Murray! tom.granberg@tv2.no @{" Thread 543" link IML-543} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-24 " MSG-24 Subject: Re:Objects&Attributes @toc contents Subject: Re:Objects&Attributes Date: Friday, 02 June 1995 03:03:00 From: Granberg Tom ---------------------------------------------------------------------------- Dave Rhodes wrote: > How huge ? i.e. could I render them in 10 meg (without VMM) ? Yes! that is, the objects I going to upload, except a couple of realy huge objects, with a lot details and a lot of textures on them. But I do have some objects that needs about 22 megs to render, and that is without any textures! So, Dave you can see that I do need more memory!! tom.granberg@tv2.no http://hobbes.nhidh.nki.no:80/~pednaa/tv2/tomg.html @{" Thread 466" link IML-466} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-25 " MSG-25 Subject: TEXTURE-DIFFERES @toc contents Subject: TEXTURE-DIFFERES Date: Friday, 02 June 1995 03:18:06 From: Granberg Tom ---------------------------------------------------------------------------- Howdy folks! I have one question, is the texture library, both the light textures and ordinary textures, the same on the pc versions as in the amiga versions? Cause I couldnt find the caustics and parphaze light texture in the amiga version, and these texture was way cool. By the way the pentium is unbelivable fast to render pictures, so now the quickrender is realy quick. I get me wrong, I still use the Amiga, and now when escom has bought it, and plan to release a Risc based platform it's more fun than ever, but it seems more apropriate to use the pentium to render stuff(RenderEngine)until a 400mhzAmiga arrives!!! . Even if it, as a platform is not so flexible. Does anyone now if there going to be a windows version out soon? By the way, I'am about to upload the objects&Attributes I have talked about, I going to upload it to aminet, so saty tuned. By the way thanks, ROBERT BYRNE, for your great help!!!! tom.granberg@tv2.no Ps.Why cant offworld aliens write? It would be a lot easier to know when and where they have been, if they could leave a message. @{" Thread 46" link IML-46} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-26 " MSG-26 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Friday, 02 June 1995 04:41:46 From: paris@lor.jrent.com ---------------------------------------------------------------------------- It would be nice with a optical effects package(plugin kind of type) for imagine so you could design your own special effects --I specifically asked Mike about getting plugin support in Imagine and he told -- me that's one of the things they're looking into for 4.0 (I think -- he said -- they were looking into it, but didn't say when/if it would be implemented). --I think plugins in Imagine would solve a great number of problems. Jeff (paris@lor.jrent.com) @{" Thread 79" link IML-79} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-27 " MSG-27 Subject: RE:color text failure @toc contents Subject: RE:color text failure Date: Friday, 02 June 1995 07:05:36 From: jbk4@email.psu.edu (The Prophet) ---------------------------------------------------------------------------- Does your spline object have itself attached to a parent axis? If so, you are probably only changing the attributes of your parent axis and not the actual spline object. Jaeson K. ____ ____ _ _ ( | \ ( / \ ( ) _ / ) )| )_ __ / /_ _ __ / __ ( X_) ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _ )ll/ l/ \__ (/ (/ (_//__// / \__ (___) (____________) (___/ (___) @{" Thread 107" link IML-107} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-28 " MSG-28 Subject: Sorry Could Not Find Subject! @toc contents Date: Friday, 02 June 1995 08:57:44 From: montvai@achilles.rijnh.nl (Attila Montvai) ---------------------------------------------------------------------------- |Subject: wattage HI, > The manual states that for reference purposes you can consider a 255,255,255 light a 255 watt light bulb and a 128,128,128 a 128 watt light bulb and so on. This might sound reasonable, but the problem is that it is no way true. Imagine is not a radiosity- radiance- etc. renderer. Basic physical properties are left out in light propagation, reflection and refraction. The only true statement is: larger values give hopefully stronger light source. On the other hand: Imagine (and any other renderer in this class) NEED NOT TO BE physically correct. It would make yor life a bit more complicated. (And this bit is fairly BIG!) So: trial - and - error. Attila P.S. The spectral density of a bulb is in no way equal in the three rough wavelength ranges modeled by Imagine. The light of a bulb is not white. You think you see it as a 'white' light. See how easy to cheat you? Attila montvai@achilles.rijnh.nl ============================================================== |-00000-------| |0-------000-0| |---0000------| 1.2 Hz(!) ABACUS, 11 rows, 13 spheres |---------0000| of different colors on each | | | | --- --- =============================================================== @{" Thread 446" link IML-446} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-29 " MSG-29 Subject: Color text failure @toc contents Subject: Color text failure Date: Friday, 02 June 1995 10:11:29 From: "Zdenek Pizl, INF 3. (FSE)" ---------------------------------------------------------------------------- Hi all ! I have a little problem. I try to made an object from spline text object, well - it was O.K. Then I tried to set attribs to that new object ( color, reflect... :-) ). And then I rendered this stupid OBJ. Rendering was over, BUT the text was not in color !!!, it was only gray-scaled. ---------------- . Why ??? ( I tried it with IMAGINE 3.0 ,PC version) Bye Pizi from Decin, Czech republic. @{" Thread 51" link IML-51} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-30 " MSG-30 Subject: RE: 3ds objects on Imagine? @toc contents Subject: RE: 3ds objects on Imagine? Date: Friday, 02 June 1995 12:00:39 From: Joe Cotellese ---------------------------------------------------------------------------- If 3DS can save in AutoCad's DXF format you should be able to bring them = directly into Imagine. Otherwise you can use Interchange from Syndesis. Joe C. ---------- Is there a way I can load 3d Studio objects onto imagine, I have a PC a= nd I am wondering where I could find a program or what to do. @{" Thread 17" link IML-17} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-31 " MSG-31 Subject: Computer espionage by M$ (fwd) @toc contents Subject: Computer espionage by M$ (fwd) Date: Friday, 02 June 1995 12:41:57 From: Mike McCool ---------------------------------------------------------------------------- I'm sharing this post with both LW and Imagn lists. There was a discussion a while back about microsoft's deliberate malfeasance vs commodore's deliberate stupidity--to which, by the way, NO one responded with anything but pandering blather. Most of the responses I got were so frighteningly casuist, it made me wonder just how far a windozer will pucker up to kiss the ass of his oppressor. Oh, and to all those shrinking violets who can't assimilate anything off-topic: either you've used your delete key long before now, or you realize there could be nothing more topical. ---------- Forwarded message ---------- Date: Fri, 2 Jun 1995 22:30:52 +0900 From: C.W. Vilbiandt @{" Thread 48" link IML-48} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-32 " MSG-32 Subject: Movie @toc contents Subject: Movie Date: Friday, 02 June 1995 13:02:54 From: Zdenek Pizl INF 3 FSE ---------------------------------------------------------------------------- Hi ! I don't know how to create, edit and use movie file. I would to make some anim and think that the my movie file is better than the generated movie file by Imagine ?!!? Thanks for answers Bye Pizi from Decin B-> @{" Thread 217" link IML-217} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-33 " MSG-33 Subject: Gfx formats to use as brush @toc contents Subject: Gfx formats to use as brush Date: Friday, 02 June 1995 13:15:32 From: Zdenek Pizl INF 3 FSE ---------------------------------------------------------------------------- Hi all! What formats of gfx pictures can i use as brushes onto object @{" Thread 43" link IML-43} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-34 " MSG-34 Subject: Light Flash (was Re: Lighting Calculations) @toc contents Subject: Light Flash (was Re: Lighting Calculations) Date: Friday, 02 June 1995 13:31:44 From: Curcio Nicholas ---------------------------------------------------------------------------- On Fri, 2 Jun 1995, Robert Byrne wrote: > If I wanted to create the effect of a bright flash at the moment an object > explodes or shreds, ie. the screen turns completely white, would this be > possible by morphing a normal light to an intense light and back to a normal > light? I was thinking of placing this light in front of the camera. > Actually a severe lens flare would probably work as well. I was going to > create this effect in a paint program but it might be easier using Imagine. > > -- Bob Hi Bob. I've done this blast effect before. Since lights don't blind the camera, your whole scene won't turn white. On the other hand, all of the objects in the scene will wash out. (That's good.) At the same time that you morph the light, put a CLEAR plane directly in front of the camera. Make sure it fills up the entire view. In conjuction with the light morph, morph the CLEAR plane into a WHITE plane. Do it in only a few frames. It makes a nice flach of 'light'. Let me know if this helps ya! Nik @{" Thread 282" link IML-282} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-35 " MSG-35 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Friday, 02 June 1995 15:07:37 From: Roger Straub ---------------------------------------------------------------------------- On Fri, 2 Jun 1995, Robert Byrne wrote: > > If I wanted to create the effect of a bright flash at the moment an object > explodes or shreds, ie. the screen turns completely white, would this be > possible by morphing a normal light to an intense light and back to a normal > light? I was thinking of placing this light in front of the camera. > Actually a severe lens flare would probably work as well. I was going to > create this effect in a paint program but it might be easier using Imagine. > Have the ambient light in your scene increase to 1000,1000,1000 for one frame. Then have a white plane obscure the camera's view of the rest of the scene for a few frames. Fade out the plane and have a big fireball. a few frames later, have small particles (or shreds) fly past the camera. Fade out the fireball so that you can see the big shreds moving more slowly (Shredder works like that, doesn't it?). Voila! A cinema-grade explosion. I've never personally done this before, so I'll leave the details up to you. > > -- Bob > See ya, Roger @{" Thread 18" link IML-18} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-36 " MSG-36 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Friday, 02 June 1995 16:52:44 From: Dylan Neill ---------------------------------------------------------------------------- On 2 Jun 1995, Granberg Tom wrote: > Hey guys&gals! Hey ARE there any gals on this list? :) > > Is there a way to do rotoscoping in imagine, I mean actualy seeing the > pictures(seq.) you are working on? I've tried to show pics in the perspective > window(full) but the trouble is, 1. when you move to another keyframe imagine > doesnt update the picture(seq.), 2. when you do a render the picture is > displaced so the objects,lights,effects you have matched with the footage does nt > fit anymore(frustrating ey?) Using V-3.2 thats strange! I've never had that problem. Make sure you're rendering the picture at the same size as the backdrop you're loading in (ie if you're rotoscoping onto a 640x480 pic and then rendering onto a 320x200 version of the background they won't line up. > Does anyone know if Impulse going to put some more light effects into imagine, > like different kind's of lens flares for differnet types of camera's: > 35mm, 16mm, 70mm, 1/2"ccd, 1/3"ccd, lights glows, etc. > so bye bye to tranparent effects, light haze in a fog, and things like this, a nd > it is in these kind of situations you would use it, or what? Yay! That would be cool! :) --- |\ /| 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 75" link IML-75} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-37 " MSG-37 Subject: Re: Computer espionage by M$ (fwd) @toc contents Subject: Re: Computer espionage by M$ (fwd) Date: Friday, 02 June 1995 17:32:31 From: Ricardo Hernandez Machado ---------------------------------------------------------------------------- Mike, I reposted this on the Real 3D list and on the private Sony PSX mailing list and Jaguar mailing list. Also on the private list of my college campus Computer Engineering alumni. I hope you don't mind. ---------------------------------------------------------------- |Raist (Ricardo Hernandez Machado) | Scala on the PC, when? | |CIM Engineer | Real 3D on PC, how much? | |Motorola Electronica De | ImageF/X on PC, will they? | |Puerto Rico INC. | :-) ;-) :-b :-b ;-b :-) | |e-mail: ricardoh@pts.mot.com | How about these apps on OS/2| |cc: Mail ARH005@email.mot.com | Power PC's???????? | |Opinions are my own and do not represent those of my employer | ---------------------------------------------------------------- @{" Thread 52" link IML-52} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-38 " MSG-38 Subject: ReversePath'sDirection? @toc contents Subject: ReversePath'sDirection? Date: Friday, 02 June 1995 19:00:31 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Mike McCool > > > I've tried several ways to do this, but I can't figure it out, so I > thought I better go to the well. > > It would be nice if I could get my path to 'turn around and come back the > same way.' I've tried rotating the path's y-axis 180 degrees, and moving > it to the tail end of the path--but no soap. > As Torgeir said, a great idea would be to define the path more than twice as long as would be needed to go past the camera; stretch your undeformed worm's Y axis to more than twice the actual object length; (I think ?!?) and using some Grow Along Path thingie (I forget the actual name) to have the worm slither right past the camera. Apart from that, the only thing I can think of is this: if your path has an even number of control points, simply jot down the position/align parameters for every point, and swap the values for each pair of points, starting at the ends and moving towards the center. Have you tried scaling the path by -1 in all 3 axes, by the way? That might be yet another solution. @{" Thread 273" link IML-273} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-39 " MSG-39 Subject: Re: Two things @toc contents Subject: Re: Two things Date: Friday, 02 June 1995 19:05:10 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Robert Byrne > > There are so many great and sometimes obscure features that you tend to > neglect them. Now I'll have to get used to using Layers, don't use them > much. Oh Gawd! I use Layers like a madman! I often give each object a different layer, and can then turn anything on or off at will! It's great... except when Imagine burps and erases all your layer assignments. I sure hope this has, or will be, fixed. @{" Thread 449" link IML-449} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-40 " MSG-40 Subject: Re: Two things @toc contents Subject: Re: Two things Date: Friday, 02 June 1995 19:07:30 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Kent Marshall Worley > > racecar is racecar spelled backwards! And "senator" PRONOUNCED backwards is "rottenness". @{" Thread 39" link IML-39} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-41 " MSG-41 Subject: Re: Light Flash (was Re: Ligh... @toc contents Subject: Re: Light Flash (was Re: Ligh... Date: Friday, 02 June 1995 19:54:24 From: Lumbient@aol.com ---------------------------------------------------------------------------- Nik wrote: ----snip---- > If I wanted to create the effect of a bright flash at the moment an object > explodes or shreds, ie. the screen turns completely white, would this be > possible by morphing a normal light to an intense light and back to a normal > light? I was thinking of placing this light in front of the camera. > Actually a severe lens flare would probably work as well. I was going to > create this effect in a paint program but it might be easier using Imagine. > > -- Bob Hi Bob. I've done this blast effect before. Since lights don't blind the camera, your whole scene won't turn white. On the other hand, all of the objects in the scene will wash out. (That's good.) At the same time that you morph the light, put a CLEAR plane directly in front of the camera. Make sure it fills up the entire view. In conjuction with the light morph, morph the CLEAR plane into a WHITE plane. Do it in only a few frames. It makes a nice flach of 'light'. Let me know if this helps ya! Nik ---snip--- I've also done this effect and have found a *very easy* way to do it!! Simply add an FX bar in the GLOBALS section. You should pick the "fade too black" fx. change the settings so it actually fades to white (255, 255, 255) the hit the "reverse timing" button you should have 1 frame of white the it fades to the image. Works best if it spans only 3 or 4 frames otherwise it looks like a fade and not a flash. Ohh, yeah!--I've found that this accuratly simuates the ccd type cameras 'cause they become white and stay it for a while... Hope you get the effect.... ----Lumbient @{" Thread 34" link IML-34} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-42 " MSG-42 Subject: Re: TEXTURE-DIFFERES @toc contents Subject: Re: TEXTURE-DIFFERES Date: Friday, 02 June 1995 20:04:55 From: bmolsen@bvu-lads.loral.com (Brad Molsen) ---------------------------------------------------------------------------- >Howdy folks! > >I have one question, is the texture library, both the light textures and >ordinary textures, the same on the pc versions as in the amiga versions? >Cause I couldnt find the caustics and parphaze light texture in the amiga >version, and these texture was way cool. Howdy folks, I'd also like to know if the Amiga version is sans caustics and parphaze because mine sure is!!!!! I had a hell of a time trying to accomplish the tute someone put out awhile back using the lite caustic texture to simulate light patterns underwater. later, Brad xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Almond rocca?!! Ahhh..no thanks, I have a cat! Brad Molsen c/o LORAL bmolsen@bvu-lads.loral.com 13810 SE Eastgate Way Suite 500 (206) 957-3230 Bellevue, Wa 98005 Fax: (206) 746-1335 @{" Thread 396" link IML-396} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-43 " MSG-43 Subject: Re: Gfx formats to use as brush @toc contents Subject: Re: Gfx formats to use as brush Date: Friday, 02 June 1995 20:52:35 From: Ian Smith ---------------------------------------------------------------------------- On Fri, 2 Jun 1995, Zdenek Pizl INF 3 FSE wrote: > Hi all! > What formats of gfx pictures can i use as brushes onto object > What computer do you have? Both versions read RGBN, RGB8 and standard Amiga IFF's. In addition, IBM's can use Targa and TIFF files. I *really* want to know why they removed the Targe and TIFF code from the Amiga version... makes it harder to port scenes back and forth when you have to convert all the image files. How about DataType support, Impulse? No more problems with file types anymore. And add ARexx, and get a compiler than can produce 68040 optomized executables, and and and... :-) -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 494" link IML-494} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-44 " MSG-44 Subject: 3ds objects on Imagine? @toc contents Subject: 3ds objects on Imagine? Date: Friday, 02 June 1995 22:28:56 From: Torgeir Holm ---------------------------------------------------------------------------- On 01-Jun-95 17:46:45, Broctune wrote: > Is there a way I can load 3d Studio objects onto imagine, I have a PC and I >am wondering where I could find a program or what to do. You could use interchange to convert it, this works really well. This is commercial software though, but it is available for both Amiga and PC. Another amiga program that works is Pixel3D. Torge!r @{" Thread 11" link IML-11} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-45 " MSG-45 Subject: Re:MyHomepage(Tom) @toc contents Subject: Re:MyHomepage(Tom) Date: Friday, 02 June 1995 22:28:57 From: Torgeir Holm ---------------------------------------------------------------------------- On 02-Jun-95 03:01:22, Granberg Tom wrote: >Nice of you to stop by my homepage, and I'm glad you liked my stuff, more and > better stuff is coming that way. By the way I agree that I should put up >some more heavy compressed pictures as well as the high quality ones. On Good :) Btw, saw your Football Ekstra animation yesterday. (both the big one, and the one on the end of the name field) Did you model that soccer ball yourself, is it a bumpmap, or did you find it on the net? I'd really like to know... >your question about the heat vapour(FOG) from the cup in the "T-BAG >Graphics" image, yes it is a fog object with, if I'm not misstaken, the >nebula texture on it. This texture is a bit tricky to get god results from, >but when you do, wooow dudelido timeout kick me, pleasing!. One problem I >found in this texture and, when I come to think of it, all the fog textures, >it disapears when you look at it along the z axis.........Strange? Yes, I've noticed that too, have you animated it? Torge!r @{" Thread 22" link IML-22} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-46 " MSG-46 Subject: TEXTURE-DIFFERES @toc contents Subject: TEXTURE-DIFFERES Date: Friday, 02 June 1995 22:28:59 From: Torgeir Holm ---------------------------------------------------------------------------- On 02-Jun-95 04:18:06, Granberg Tom wrote: >I have one question, is the texture library, both the light textures and >ordinary textures, the same on the pc versions as in the amiga versions? >Cause I couldnt find the caustics and parphaze light texture in the amiga >version, and these texture was way cool. They're not available for the amiga yet... :((( Torge!r @{" Thread 42" link IML-42} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-47 " MSG-47 Subject: Re: Computer espionage by M$ (fwd) @toc contents Subject: Re: Computer espionage by M$ (fwd) Date: Friday, 02 June 1995 22:40:23 From: denryan@interaccess.com ---------------------------------------------------------------------------- On Fri, 2 Jun 1995, Desktop Images wrote: > > > >"Casuist"....excellent $5 word! Had to hit the dictionary for that one! > Parnoid and Ludicrous can also be found in the dictionary, although they > don't cost $5. > > MSN downloads new versions of itself if it detects an older version when you > log on. It also receives the registration info, the same stuff your asked > to fill out in your registration card, when and only when you hit the > on-line registration button and then click OK. That's it. If you don't > want them to know your system configuration don't hit the button. > > You're giving an awful lot of credit to an on-line system that barely works > yet. You'll find more info in the new info world (vol 17). I know this > isn't the place for this discussion but anybody remember the "Good Times" > virus alert. We really don't need anymore hysterics. Hear, hear! I have no intention of using win95 for at least a year, and am no fan of Microsoft, but I'm getting a little fatigued by all these "alarums and excursions" that have already been discussed to death in the relevant newsgroups. Gee, let's have another 212 response telling some poor newbie that the Good Times virus is a hoax! Bah. Let's back to Imagine, ok? @{" Thread 37" link IML-37} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-48 " MSG-48 Subject: Re: Computer espionage by M$ (fwd) @toc contents Subject: Re: Computer espionage by M$ (fwd) Date: Saturday, 03 June 1995 00:10:52 From: davewarner@globalone.net ---------------------------------------------------------------------------- On Fri, 2 Jun 1995, Mike McCool wrote: > Most of the responses I got were so > frighteningly casuist, it made me wonder just how far a windozer will > pucker up to kiss the ass of his oppressor. "Casuist"....excellent $5 word! Had to hit the dictionary for that one! Seriously though, the included text about Win95's "special" programming was incredible! I always thought that MicroSoft was out of control prior to this, but these actions are reprehensible and if they get away with it there's no telling what they'll try next! There MUST be some sort of action taken to stop this, be it governmental or consumer oriented....someone needs to get this juggernaut on a leash! .....the soapbox is now vacant....NEXT?! -David Warner Event Horizon Graphics @{" Thread 47" link IML-47} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-49 " MSG-49 Subject: Re: Computer espionage by M$ (fwd) @toc contents Subject: Re: Computer espionage by M$ (fwd) Date: Saturday, 03 June 1995 01:24:57 From: Brady@desktopimages.com (Desktop Images) ---------------------------------------------------------------------------- At 07:10 PM 6/2/95 -0400, davewarner@globalone.net wrote: > > >On Fri, 2 Jun 1995, Mike McCool wrote: > >> Most of the responses I got were so >> frighteningly casuist, it made me wonder just how far a windozer will >> pucker up to kiss the ass of his oppressor. > > >"Casuist"....excellent $5 word! Had to hit the dictionary for that one! Parnoid and Ludicrous can also be found in the dictionary, although they don't cost $5. MSN downloads new versions of itself if it detects an older version when you log on. It also receives the registration info, the same stuff your asked to fill out in your registration card, when and only when you hit the on-line registration button and then click OK. That's it. If you don't want them to know your system configuration don't hit the button. You're giving an awful lot of credit to an on-line system that barely works yet. You'll find more info in the new info world (vol 17). I know this isn't the place for this discussion but anybody remember the "Good Times" virus alert. We really don't need anymore hysterics. Brady Caverly Instructional Videotapes for Desktop Images Desktop Video, Computer Animation, Windows and the Internet. **ORDER 1-800-377-1039** Or http://www.desktopimages.com/desktop/ *********MASTERING THE TOOLS OF TOMORROW********* @{" Thread 139" link IML-139} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-50 " MSG-50 Subject: Spline Ed SubGroups @toc contents Subject: Spline Ed SubGroups Date: Saturday, 03 June 1995 03:32:14 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hi there! I found an interesting feature of the Spline Editor. When you save an extruded object three subgroups are saved with it, Front, Back and Side faces. Try it out, load an object into the Detail Ed, select Pick Faces then Pick Subgroup. -- Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 58" link IML-58} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-51 " MSG-51 Subject: Re: Color text failure @toc contents Subject: Re: Color text failure Date: Saturday, 03 June 1995 04:26:33 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Zdenek, on Jun 2 you wrote: > I have a little problem. I try to made an object from spline text > object, well - it was O.K. Then I tried to set attribs to that new > object ( color, reflect... :-) ). And then I rendered this stupid OBJ. > Rendering was over, BUT the text was not in color !!!, it was only > gray-scaled. ---------------- . > > > Why ??? ( I tried it with IMAGINE 3.0 ,PC version) > > Bye Pizi from Decin, Czech republic. You may have picked your object in Group mode, try Object mode, pick one letter and set your attributes, then "Apply" the attribute to the rest of the letters. --Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 31" link IML-31} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-52 " MSG-52 Subject: Re: Computer espionage by M$ (fwd) @toc contents Subject: Re: Computer espionage by M$ (fwd) Date: Saturday, 03 June 1995 06:59:00 From: davewarner@globalone.net ---------------------------------------------------------------------------- On Fri, 2 Jun 1995, Desktop Images wrote: > MSN downloads new versions of itself if it detects an older version when you > log on. It also receives the registration info, the same stuff your asked > to fill out in your registration card, when and only when you hit the > on-line registration button and then click OK. That's it. If you don't > want them to know your system configuration don't hit the button. The point is that MicroSoft has put something into their new operating system that people (I assume) don't know about...and selecting a Registration option should do ONLY that. Maybe you're correct and MicroSoft had very noble intentions when they decided to incorporate this into Win95, but personally, I don't want ANYTHING going into my machine that I don't put there myself, even if it's something I need! Besides, why would MicroSoft keep such a "beneficial" feature of Win95 under their hats? Purchasers of any product should know EXACTLY what they're buying before they buy! > You're giving an awful lot of credit to an on-line system that barely works > yet. You'll find more info in the new info world (vol 17). Thanks, I'll check out Info World... ...I don't use any MicroSoft products yet, but will be forced to when I purchase an Alpha workstation, and I want to know exactly what I'm getting myself into when I start using WindozeNT or any other MicroSoft product. Win95 and MSN may not work properly yet, but that's not really the issue here...seems to me like MicroSoft is testing the waters to see what they can get away with. Anyways, this isn't the place to carry on such off-topic discussions...I'll refrain from posting anymore messages here about this subject. -David Warner Event Horizon Graphics @{" Thread 64" link IML-64} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-53 " MSG-53 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Saturday, 03 June 1995 07:48:59 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- > Are there any means of determining how 'bright' a light to use based on > wattages? What I mean is, is there any way to equate the values in Imagin= e > with the wattage rating on a RL light-bulb, and if so, how? No. There is no such "conversion method". Since the effect of a lightbulb decreases with the square of the distance from the bulb in the real world, but in Imagine a lightsource has the same effect independant of how far from it the light travels. (I know, I know, there is controlled fall off and such, but that doesn't decrease with the square either!) *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 55" link IML-55} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-54 " MSG-54 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Saturday, 03 June 1995 08:03:59 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Granberg, on Jun 2 you wrote: > Is there a way to do rotoscoping in imagine, I mean actualy seeing the > pictures(seq.) you are working on? > > tom.granberg@tv2.no Could you explain what rotoscoping is exactly? I've seen it mentioned in relation to some OpalPaint drawing modes but unsure of the technique. I assume it relates to replacing or overlaying part of an image with another image, eg. Superman flying over a city backdrop, but that's chroma-keying is'nt it. Are there similarities? Thanks, Bob @{" Thread 111" link IML-111} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-55 " MSG-55 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Saturday, 03 June 1995 11:00:25 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- > Thats because every point on the surface has its normal parallel(damn how= s > that spelled? :) to the incoming light rays. One "r" and two "l"s, PARALLELL :-) *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 35" link IML-35} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-56 " MSG-56 Subject: Re: Different fluids - different colours @toc contents Subject: Re: Different fluids - different colours Date: Saturday, 03 June 1995 12:06:00 From: The.Shark@joshua.nbg.de (Marco Brunner) ---------------------------------------------------------------------------- Hi hatter: (and all others, answerd me) You wrote to the subject: different fluids - different colours: Well thats my answer: > I think most packages have the option of making bitmaps transparent/ > translucent. If you can do this, then you have to wrap the bitmap around > the half of the glass you can see, to prevent getting the density too far > out. Or maybe you can create the different shade between the edge of the > glass and the centre on the bitmap. Can't think of a workable solution to > getting the top of the liquid right. First thanks, for the much answers to my problem, but, their wasnt still one I can using to get a good result. - Is it realy impossible, to raytrace such a picture? - (It should look like a real cocktail with transparent fluids, and backround, shining through.) Have anyone an idea? _cu -Marco_ ## CrossPoint v3.02 ## @{" Thread 220" link IML-220} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-57 " MSG-57 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Saturday, 03 June 1995 13:13:16 From: gregory denby ---------------------------------------------------------------------------- This discussion prompted me to do some test renders, using regular point sources and point sources with diminishing fall off, in order to get a firm notion how they work, Along the way, I came across something I thought unusual, and might be exploitable for a flash effect. Previosuly I had envisioned light sources as uniform spheres, so that anything within the lights radius (default 255,255,255 or whatever) would be just as bright as possible. This is not quite true. Because Imagine uses cast rays to detect objects, the only surfaces that are brightly illuminated are those which will be found following a conic projection back to the light source. If your light source is just about on top of an onject, only a small bright area will be illuminated. If you pull the light away,an ever larger area is brought to maximum illumination, as if you were using a spotlight, and not a point source. So you can get bright flashes on a surface just by moving the light quickly away. As to the fall off you can expect from point sources and diminished point sources, the profile of the point source seem to be, umm, how can I describe it, an "inside out catenary," while the diminished fall of is more like a bulbous bell curve. my impression is that a plain point light looks like an intense source far away, while the diminished fall off one looks like a nearer source that is limited by atmosphere. Hope this helps, Greg Denby gdenby@darwin.nd.edu @{" Thread 59" link IML-59} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-58 " MSG-58 Subject: Re: Spline Ed SubGroups @toc contents Subject: Re: Spline Ed SubGroups Date: Saturday, 03 June 1995 15:29:12 From: Lumbient@aol.com ---------------------------------------------------------------------------- I found this out a while ago. I used these groups in an animation of shattering letters. They fell and hit the floor, then using the shredder I had them break-up!! ----Lumbient PS-the letters spelled MicroSoft... @{" Thread 294" link IML-294} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-59 " MSG-59 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Saturday, 03 June 1995 15:47:17 From: Lumbient@aol.com ---------------------------------------------------------------------------- >Previosuly I had envisioned light sources as uniform spheres, so that >anything within the lights radius (default 255,255,255 or whatever) >would be just as bright as possible. This is not quite true. Because >Imagine uses cast rays to detect objects, the only surfaces that are >brightly illuminated are those which will be found following a conic >projection back to the light source. If your light source is just >about on top of an onject, only a small bright area will be illuminated. >If you pull the light away,an ever larger area is brought to maximum >illumination, as if you were using a spotlight, and not a point source. Hold on...time for some info on algorithmns. The "shadow feeler" algorithmn finds the normaal of a surface, then projects a shadow feeler ray towards the light. If it intersects an object before the light its in shadow. But, if not then Imagine calculates the angle between the surface normal and the vector to the light position. If the angle is 0 then the piont if fully lit, and if its 90 then there is no light hitting the surface. Thats why the light seems to fall off on a plane with a point light above it...the areas farther from the light have a larger angle of incidence so the light is diminished more. Try this put a point light inside a sphere...notice the surface is fully white!!! Thats because every point on the surface has its normal parallel(damn hows that spelled? :) to the incoming light rays. Now make an animation of the light moving around the inside of the sphere and ::bang:: look at that!!! The intensity varys!! ---Lumbient @{" Thread 333" link IML-333} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-60 " MSG-60 Subject: Ham6 to fli/flc? @toc contents Subject: Ham6 to fli/flc? Date: Saturday, 03 June 1995 17:03:33 From: Mike McCool ---------------------------------------------------------------------------- Is there a utility, pd or otherwise, that is capable of this? MainActor supposedly supports this feature, and you can watch it actually convert ham6 frames to fli frames--but try watching them on someone's PC. (Palettes all gone to hell). And just as I was about to pay my registration fee for MainActor . . . Thanx, y'all. (BTW, I'm on an ECS, not an AGA machine). @{" Thread 67" link IML-67} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-61 " MSG-61 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Saturday, 03 June 1995 19:50:42 From: Mike McCool ---------------------------------------------------------------------------- > > Could you explain what rotoscoping is exactly? I've seen it mentioned in > relation to some OpalPaint drawing modes but unsure of the technique. I > assume it relates to replacing or overlaying part of an image with another > image, eg. Superman flying over a city backdrop, but that's chroma-keying > is'nt it. Are there similarities? Thanks, Bob, for posting the above query. I used to think I knew what rotoscoping was, till this string started. Now I ain't so sure. I thought rotoscoping entailed laying pix or brushmaps in sequence into another anim. Like the old museum piece, in which each picture frame on the wall contains its own separately playing anim. BTW, if you've got time and space, download GalleryQ from animet. It's in pix/anim. It's absolutely delicious. (As opposed to 99.9% of the stuff there that's totally sucky). ('Totally awsome' in any other language means totally sucky). @{" Thread 65" link IML-65} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-62 " MSG-62 Subject: Animator Salary Inquiry @toc contents Subject: Animator Salary Inquiry Date: Saturday, 03 June 1995 22:59:54 From: SGiff68285@aol.com ---------------------------------------------------------------------------- I am in the process of getting a job with a game company that produces CDROM's along the likes of Myst. I need to know what I can ask for as a starting salary. I have no experience previous with gaming companies, but am fairly skilled in 3D and have a good Art background. I would appreciate the advice. Stephen @{" Thread 94" link IML-94} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-63 " MSG-63 Subject: Re: Spline Ed SubGroups @toc contents Subject: Re: Spline Ed SubGroups Date: Sunday, 04 June 1995 02:29:04 From: rbyrne@3dform.edex.edu.au (Robert Byrne) (Robert Byrne) ---------------------------------------------------------------------------- Hello Lumbient, on Jun 3 you wrote: > I found this out a while ago. I used these groups in an animation of > shattering letters. They fell and hit the floor, then using the shredder I > had them break-up!! > > ----Lumbient > > PS-the letters spelled MicroSoft... I decided to create a new Imagine intro pic, more as an exercise than anything else. I extruded the text "Imagine" in the Spline Ed and applied Latticize at 0.15 to the front and rear faces. The object is gold coloured with ambient light at 0,0,100. I reduced it to 16 colours but it looks quite good when dithered and has an antique look. --Bob @{" Thread 305" link IML-305} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-64 " MSG-64 Subject: Re: Computer espionage by M$ (fwd) @toc contents Subject: Re: Computer espionage by M$ (fwd) Date: Sunday, 04 June 1995 12:09:04 From: "Timothy F. Lee {UCS}" ---------------------------------------------------------------------------- What are all you people afraid of? They didn't have to publically state that they were created such a database of user configurations or that they were secretly downloading lists of user installed software. Their main advantage here is fear... and they have you all scared shitless. Fear is the the ultimate weapon they have against you and their competitors. --tim ------------------------------------------- Timothy F. Lee (timlee@cac.washington.edu) Computer Support Analyst, UCS University of Washington @{" Thread 49" link IML-49} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-65 " MSG-65 Subject: RE: Rotoscoping @toc contents Subject: RE: Rotoscoping Date: Sunday, 04 June 1995 13:02:25 From: Robert.Thompson@LNO.WMC.wmc.telememo.au ---------------------------------------------------------------------------- FROM too long. Original FROM is 'Robert Thompson (Tel )' ---------------------- Original Message Follows ---------------------- ------------------------------ Start of body part 1 ------------------------------ Start of forwarded message 1 Message-ID: <"82202140605991/90575 33*"@MHS> @{" Thread 135" link IML-135} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-66 " MSG-66 Subject: SWapCRF, SOLID @toc contents Subject: SWapCRF, SOLID Date: Sunday, 04 June 1995 15:49:24 From: Michael Hazlett ---------------------------------------------------------------------------- Hi guys :) I was doing a Trek anim the other day and I wanted to do a Shield getting hit. So I looked up my tutes and found one by Charles Blaquiere which enables me to do it...except!....I don't have the SwapCRF texture or the SOLID Texture. I've asked this b4 but I'd like a response this time :) Could somebody send me those 2 textures? Because no-one I know has got them with Imagine or Essence(s). If you feel it would be illegal to send them, then could someone tell me an alternative to doing the shield effect. Thanks look forward to the reply :) MH @{" Thread 91" link IML-91} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-67 " MSG-67 Subject: Re: Ham6 to fli/flc? @toc contents Subject: Re: Ham6 to fli/flc? Date: Sunday, 04 June 1995 16:25:20 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- Hi Mike, >Is there a utility, pd or otherwise, that is capable of this? MainActor >supposedly supports this feature, and you can watch it actually convert >ham6 frames to fli frames--but try watching them on someone's PC. >(Palettes all gone to hell). And just as I was about to pay my registration >fee for MainActor . . . I think you need to convert the anim to single frames and than convert them to 256 color images using Adpro or the likes and THAN make them into a FLI/FLC anim. I had the same problem with some some HAM8 anims. Try the following: Load the anim into MainActor. Save as single frames. Start Image processor. Convert to 256 color Start MainActor, or use the IP if it knows FLI/FLC Reassemble into anim. Done. Greetings Joop @{" Thread 448" link IML-448} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-68 " MSG-68 Subject: IML archives on Aminet @toc contents Subject: IML archives on Aminet Date: Sunday, 04 June 1995 17:51:09 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- Hi All, I just uploaded the latest archive of the IML (#62) to: ftp.uni-erlangen.de/pub/aminet/new under the names: IMLarc62.lha IMLarc62guide.lha +.readme They should appear within a day or 2 on the RECENT list of Aminet. Number of messages: 614 archive sizes around 250-300KB Happy reading. PS: For PC users I'm currently thinking about putting the Archives into windows help format. @{" Thread 518" link IML-518} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-69 " MSG-69 Subject: Quickie-Ground Cover @toc contents Subject: Quickie-Ground Cover Date: Sunday, 04 June 1995 20:38:27 From: Broctune@aol.com ---------------------------------------------------------------------------- This is a very cool all purpose ground cover for hills mountains whatever. Make an irregular shaped mountain or whatever and do this, Color-15,162,6s Dithering-255 Add Texture FUZZ Defualt disturbed Peened Right Left R L 0.1 0.6 1 0 0.2 15 1 0.5 0.05 140 0.1 90 0.3 15 0.5 90 1 0 1 0 4 0 4 0.6 0.2 0 0.2 1 0.8 0 -0.3 0 Cracks L R 0 90 0.2 80 0.2 0 15 0 0 0.2 0 0.5 -0.1 0.3 -0.1 0.8 You may have to chang the size or other settings of the craks texture to get the desired effect. @{" Thread 95" link IML-95} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-70 " MSG-70 Subject: Re: Old Antialias Switch? @toc contents Subject: Re: Old Antialias Switch? Date: Sunday, 04 June 1995 21:19:22 From: Mike McCool ---------------------------------------------------------------------------- Hey y'all, What's going on today? I swear I've never nabbed so many tasty tidbits from the list as I've gotten today. Way to go, all of you! @{" Thread 89" link IML-89} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-71 " MSG-71 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Sunday, 04 June 1995 21:31:47 From: Mike McCool ---------------------------------------------------------------------------- > > So what do you call it when you use an animation for a background? Like if I > used a VistaPro flythru as a background while animating a helicopter to make > it look like the helicopter is in the flythru? > You call it cheating. (Joke. Weird mood. Must be all the salt water I swallowed out at the coast today). @{" Thread 72" link IML-72} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-72 " MSG-72 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Monday, 05 June 1995 00:27:10 From: jgoldman@acs.bu.edu ---------------------------------------------------------------------------- > > So what do you call it when you use an animation for a background? Like if I > used a VistaPro flythru as a background while animating a helicopter to make > it look like the helicopter is in the flythru? > > --------------------------------- > Fred Aderhold > fredster@cyberport.net Compositing... Jeff--> E-Mail: jgoldman@acs.bu.edu @{" Thread 99" link IML-99} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-73 " MSG-73 Subject: (Not so) Quickie! :) @toc contents Subject: (Not so) Quickie! :) Date: Monday, 05 June 1995 00:33:24 From: Dylan Neill ---------------------------------------------------------------------------- Hey heres one I've been trying to wrap my head around for AGES and I FINALLY worked it out.. shadows on a flat background!!! OK kids, follow closely... Get your object you want to cast shadows, set it up in a scene with camera and lighting how you want it and use Imagines cool background feature (which kicks ass on 3d studios! :) and set up your object to do it's stuff on the background. Then go into the project editor and render it with your background in the background. Now heres the tricky part... Working on your already rendered scene (or a copy if you like) Set up flat planes in your scene corresponding to the surfaces you want shadows cast on in the background. (ie a flat plane lined up against the side of a building) and give the planes these attributes: Colour 255,255,255 No Reflect, Filter, Roughness Specular 255,255,255 Hardness 1 Then make another version of the object you want to cast a shadow and change its attributes to: Colour 255,255,255 No Reflect, Filter, Roughness Bright Now go into the action ed and replace your proper shadow casting object with the bright white one and get rid of all the other objects you don't want casting shadow (not including the planes of course!). Change your lightsources up to about 2000,2000,2000. Bump up the ambient lighting in the global requester to about 80-140 for each R G B value. Then add the negative effect in the global effect area for the whole animation. Render this into a different rendering sub-project and you should end up with blackframes with white/grey spots where the shadows were cast. Use some paint package (or imagine) and create a black picture the same size as your anim. Now, create a script for DTA (PC): C:\im30\my project name.imp\my original subproject.pix\pic*.* /L C:\my black pictures name /CHA C:\im30\my project name.imp\my shadow subproject.pix\pic*.* /Omy anims name.FLC (don't forget to put the right names in the right spots! :) and the run it with: DTA @my script name And there you go! NOTE: To do this on amiga or some other package the DTA script combines the black picture with the original animation frames using the shadow animation frames as a alpha channel. Some packages might use alpha channels the other way around to DTA and so if, when you combine them, you get just a shadow with some picture in it, don't use the negative effect when rendering the shadows. --- |\ /| 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 124" link IML-124} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-74 " MSG-74 Subject: Re: Old Antialias Switch? @toc contents Subject: Re: Old Antialias Switch? Date: Monday, 05 June 1995 00:34:21 From: erwin@lr9pstn.lr.tudelft.nl (Erwin Zwart) ---------------------------------------------------------------------------- Hi yrod, > In a message replying to a users rendering speed problems, someone > (Charles or Robert?) gave a hint to turn on the Old Antialias switch. > So I tried this. > Wow, a render that previously took around 6hrs now took 2hrs. > I view the two renders to see if I could spot any difference in the > output, but they looked identicle. I was using a low res though > (320x256). I find the difference in anti-aliasing very easy to see, the old way uses only one inbetween color for anti-aliasing, the new method renders much more subpixels (takes more time) > What are the benefits, apart from having to watch your machine render > three time longer, of the new antialiasing? With almost horizontal or vertical edges, the old setting is lousy and that has disturbed me and my clients for years. I always had to render twice as much lines than I actually wanted and that costed me more time than using the slower but better new mode on the wanted number of lines. > And what is the Antialiasing Rays per pixel setting? Per default it is 255, that is a 16x16 subpixel matrix, I don't know why Impulse did that, because you see no difference with 9 (3x3). So the settings you should use for the best looking, relatively fastest rendered pictures are: new anti-aliasing, rays per pixel=9, edgelevel=8. Don't make this last value lower (like someone recently posted, he used 0 which means, render every pixel 255 times....), you can even get away with values like 16 or 24. However, Impulse managed to make one more bug in a new 3.0 feature (fix the old bugs before you create the new ones!), at the end of the anti-aliasing ramp Imagine renders a wrong pixel, that is too light or too dark. At last, Imagine stays the fastest raytracer with good object/texture modeler I know (and I use Lightwave also every day) :-) Erwin -- +--------------------------------------------------------------------------+ | Erwin Zwart E.Zwart@LR.TUDelft.NL Faculty of Aerospace Engineering | | phone: +31-15-158278 (or 140034) Delft University of Technology | | fax : +31-15-158503 The Netherlands | +--------------------------------------------------------------------------+ @{" Thread 70" link IML-70} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-75 " MSG-75 Subject: RE: Rotoscoping @toc contents Subject: RE: Rotoscoping Date: Monday, 05 June 1995 01:06:45 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Bob, on Jun 4 you wrote: > Strictly speaking, rotoscoping is an animation technique .... Thanks, very helpful info. I've been looking for a way to duplicate the movements of animals etc. Getting the motion of the wings of a flying bird will be a lot easier using live footage as a guide. --Bob @{" Thread 71" link IML-71} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-76 " MSG-76 Subject: Re: SWapCRF, SOLID @toc contents Subject: Re: SWapCRF, SOLID Date: Monday, 05 June 1995 01:24:02 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Michael, on Jun 4 you wrote: > I was doing a Trek anim the other day and I wanted to do a Shield getting > hit. > > So I looked up my tutes and found one by Charles Blaquiere which enables > me to do it...except!....I don't have the SwapCRF texture or the SOLID > Texture. > > I've asked this b4 but I'd like a response this time :) > > Could somebody send me those 2 textures? Because no-one I know has got > them with Imagine or Essence(s). > > If you feel it would be illegal to send them, then could someone tell me > an alternative to doing the shield effect. These came with the first issue of Essence, Vol 1. I'm hoping that when and if Vol 3 is finished Apex will release one package with ALL the previous textures included. --Bob @{" Thread 133" link IML-133} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-77 " MSG-77 Subject: Hands and Feet @toc contents Subject: Hands and Feet Date: Monday, 05 June 1995 01:33:44 From: DAVEH47@delphi.com ---------------------------------------------------------------------------- I am working on a 3D model of a Tyrannosaurus, and I'm having trouble constructing the talons. I have tried the Detail, Forms, and Spline editors all, and I can't find any way to make the finger/toes intersect the hand/foot in such a way as to make a smooth curvy transition, like a real hand or foot, rather than it just looking like some object with a bunch of pipes protruding from it. Has anyone any suggestions? -- Dave @{" Thread 90" link IML-90} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-78 " MSG-78 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Monday, 05 June 1995 02:20:36 From: Torgeir Holm ---------------------------------------------------------------------------- On 03-Jun-95 18:50:42, Mike McCool wrote: >> Could you explain what rotoscoping is exactly? I've seen it mentioned in >> relation to some OpalPaint drawing modes but unsure of the technique. I >> assume it relates to replacing or overlaying part of an image with another >> image, eg. Superman flying over a city backdrop, but that's chroma-keying >> is'nt it. Are there similarities? >Thanks, Bob, for posting the above query. I used to think I knew what >rotoscoping was, till this string started. Now I ain't so sure. >I thought rotoscoping entailed laying pix or brushmaps in sequence into >another anim. Like the old museum piece, in which each picture frame on >the wall contains its own separately playing anim. Mike & Bob, Rototscoping is animator's jargon. It means tracing over a live action picture sequence, in order to get the correct motion, or placement of elements in the animation. You often draw a totally different character over the picture, because all you really want are the limb placements. The technique was used in Lord of the rings to get correct body movement in the action sequences. (I don't mean the photographic cahracters, but the hand drawn ones) I use this technique with imagine all the time now. I have a book called the Male and Female Figure in Motion, by Eadweard Muybridge. This contains hundreds of picture sequences of people doing all kinds of walks, runs, jumps etc. The pictures are both from side and front. I scan these in, and use them as backdrops to create states for bone characters. All I have to do is to line the bones up with the backdrop for each frame. Using this technique you get a really lifelike motion, because all the little sways and bobs that you usually don't notice make it into the final motion. Of course there are no real rules to rotoscoping, except making sure the reference point stays in the same place on screen. Just experiment, and produce wild results :) Hope this cleared things up :) Torge!r @{" Thread 61" link IML-61} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-79 " MSG-79 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Monday, 05 June 1995 02:54:26 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- > >Rototscoping is animator's jargon. It means tracing over a live action picture >sequence, in order to get the correct motion, or placement of elements in the >Of course there are no real rules to rotoscoping, except making sure the >reference point stays in the same place on screen. Just experiment, and >produce wild results :) > >Hope this cleared things up :) > Sure did! Thanks! So what do you call it when you use an animation for a background? Like if I used a VistaPro flythru as a background while animating a helicopter to make it look like the helicopter is in the flythru? --------------------------------- Fred Aderhold fredster@cyberport.net Everybody is ignorant, only on different subjects. --------------------------------- @{" Thread 82" link IML-82} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-80 " MSG-80 Subject: Explosion Flash @toc contents Subject: Explosion Flash Date: Monday, 05 June 1995 03:09:32 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello and thanks to everyone for the tips on pre-explosion screen flashes. Here's what I have done. Two Global effects running at the same time, the first is the Fade to Black, RGB 255,255,255 with reversed timing over 5 frames, the second is a Lens Flare morphing from 2 to 3 round lenses decreasing the intensity at the same time, over 4 frames. There is 1 round light for the lens flare placed above and behind the exploding object with its Y axis pointing at the camera with RGB set at 1000,1000,1000. The light moves from left to right and morphs to RGB 255,0,0. This adds a red flash/glow to the effect. I have a main and a fill light for the scene, during the last 10 frames when the exploded pieces are starting to get very small I've morphed the main light to red and the fill light to yellow to try and get an effect of a final burn up as they disappear. The results were'nt bad first time out, no wonder the IML has a good reputation - Great feedback! Thanks, Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 140" link IML-140} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-81 " MSG-81 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Monday, 05 June 1995 03:12:41 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Mike, on Jun 3 you wrote: > BTW, if you've got time and space, download GalleryQ from animet. It's in > pix/anim. It's absolutely delicious. (As opposed to 99.9% of the stuff > there that's totally sucky). ('Totally awsome' in any other language > means totally sucky). > I found it on Aminet Set 1, one of the best cycle objects I've seen :-) I'd love to see the full screen version. There's a couple of others worth looking at too:- pix/anim/FredFloaty.lha 5.1 Meg Rainy street, 2500 frames, greyscale pix/anim/Windmill.lha 1.1 Meg Grass field --Bob @{" Thread 78" link IML-78} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-82 " MSG-82 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Monday, 05 June 1995 13:22:55 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Torgeir, on Jun 5 you wrote: > Mike & Bob, > > Rototscoping is animator's jargon. ...... > Hope this cleared things up :) Thanks for the info. I can see I'm going to be using this technique quite often myself, I could'nt freehand draw movements if my life depended on it :-) It's one of the reasons I like the orthagonal style used in rendering programs and rotoscoping makes it even easier. Is anyone using the DCTV hardware for grabbing images? For the purpose of rotoscoping, image quality would'nt be paramount as long as you can get the basic movements. I'm looking at this as a cheap way of putting anims to tape as well. --Bob @{" Thread 143" link IML-143} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-83 " MSG-83 Subject: SWapCRF, SOLID @toc contents Subject: SWapCRF, SOLID Date: Monday, 05 June 1995 14:24:49 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Michael Hazlett > > Could somebody send me those 2 textures? Because no-one I know has got > them with Imagine or Essence(s). SwapCRF and Solid are both Essence I textures. It's illegal, and immoral, for someone to send them to you. (Geez, aren't I the heavy-handed one B^( ) Did anyone develop a PD texture which has the same effect? (Reminder: Solid applies a single color to an entire object, useful when added to the parent of an entire group with "Apply to children" activated. It also has a fade parameter, to control the intensity of the color; 0.5 means the color is applied at 50% strength, leaving the other 50% whatever was already on the object) @{" Thread 66" link IML-66} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-84 " MSG-84 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Monday, 05 June 1995 14:25:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> So what do you call it when you use an animation for a background?= Li-> used a VistaPro flythru as a background while animating a helicopt=er-> it look like the helicopter is in the flythru?Special Effects! :) /----------------------- ------- ___ ___ ___ ___ | 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 129" link IML-129} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-85 " MSG-85 Subject: Amiga/PC Networking @toc contents Subject: Amiga/PC Networking Date: Monday, 05 June 1995 14:47:28 From: "DEBEAUMONT, GEORGE" ---------------------------------------------------------------------------- There have been a number of posts by individuals looking for ways to network Amigas and PCs. A new option has come to my attention. Interworks is selling a "pre-release" version of their I-Net 225 TCP/IP software. A call to Interworks yielded the following information: 1) I-Net 225 will allow an Amiga to connect with any other computer system running TCP/IP (including a PC running Windows for Workgroups) 2) The "pre-release" version has only the basic features enabled. 3) The final version is due out in approximately 2-3 months. Interworks promises lots of bells and whistles. I use Interworks ENLAN-DFS peer to peer Amiga networking software and its a solid product. Their address and phone number: Interworks 43191 Camino Casillas Temecula, California 92592-3714 (909) 699-8120 P.S. Their entire staff will be taking vacation June 21 through July 15, so any inquiries should be made before or after these dates. For those of you who are looking for ways to network an Amiga and PC, a new option has become available. Interworks (909) 699-8120 has released "I-Net 225 TCP/IP". This is currently "pre-release" version with only basic features enabled. Final version is due out in 2-3 months. Specifications included on their FAX sheet: * Cross-platform itegration to any systems which follow IEEE 802.3 ethernet and TCP/IP protocol * TCP, UDP and ICMP protocol support * Network File System (NFS) client application support * Domain Name Server (DNS) support * Standard network servers--TelnetD, FingerD, FTPD, RSHD and others * Internet mail and network news support (SMTP, NNTP, & POP3) * Remote network printing (LPR) * Unix like support utilities--Is, chmod, netstat, route, etc. Requirements: * AmigaDOS 2.04 or higher * SANA-II compliant driver (eg. Ethernet, SLIP, etc) * 1.5 MB RAM and hard drive recommended @{" Thread 272" link IML-272} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-86 " MSG-86 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Monday, 05 June 1995 14:48:32 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: gregory denby > If your light source is just about on top of an onject, only a small > bright area will be illuminated. This is normal, since the illumination factor depends on the angle between the surface normal and the vector pointing towards the light. O point light | \ ` -----------A---B---C--------- horizontal plane In this diagram, the light (no diminish intensity, by the way) is 10 units above the plane. At point A, the surface normal points exactly towards the light, for maximum illumination. 10 units away, at B, the angle between the light and the surface normal is already 45 degrees, for 70% illumination. At C, the angle is 63 degrees, and the illumination is down to 45%. We're barely 20 units away, and already the horizontal plane only looks half as bright! > If you pull the light away,an ever larger area is brought to maximum > illumination, as if you were using a spotlight, and not a point source. Of course. If the light is, say, 1000 units away, the surface normal at B and C will almost point towards the light, giving almost full illumination. Or, in more visual terms: if you envision the rays emanating from a point light as an asterisk with an infinite number of lines, as you pull away from the light source, the light rays will become more and more identical, until you get to a distance where they look almost, but not quite, parallel. @{" Thread 57" link IML-57} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-87 " MSG-87 Subject: Re: Old Antialias Switch? @toc contents Subject: Re: Old Antialias Switch? Date: Monday, 05 June 1995 14:53:16 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Erwin Zwart > > With almost horizontal or vertical edges, the old setting is lousy and > that has disturbed me and my clients for years. I always had to render > twice as much lines than I actually wanted and that costed me more time > than using the slower but better new mode on the wanted number of lines. (...) > Per default it is 255, that is a 16x16 subpixel matrix, I don't know why > Impulse did that, because you see no difference with 9 (3x3). > So the settings you should use for the best looking, relatively fastest > rendered pictures are: new anti-aliasing, rays per pixel=9, edgelevel=8. > Don't make this last value lower (like someone recently posted, he used > 0 which means, render every pixel 255 times....), you can even get away > with values like 16 or 24. Erwin, that's wonderful! This message is going straight to my Imagine text directory. I was also considering doing everything at 2x resolution, needing 4x the rendering time, plus some time for Imagemaster to antialias everything down to the desired resolution. If you say the new anti-alias works better, with less time, I believe you! And giving us the actual settings you use... pure icing on the cake. Thanks a bunch. @{" Thread 112" link IML-112} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-88 " MSG-88 Subject: Quickie-Ground Cover @toc contents Subject: Quickie-Ground Cover Date: Monday, 05 June 1995 14:57:47 From: Charles Blaquiere ---------------------------------------------------------------------------- Hey BR, your texture looks really interesting; I was about to fire up Imagine and try it (Amiga multitasking, you know) but was taken aback at the jumble of numbers that followed. Perhaps America Online has reformatted your message for you? I'd love to try out your tip, if you can be so kind as to repost it with a better format. (One thing that works on CompuServe: add a period at the start of every line you don't want reformatted) @{" Thread 69" link IML-69} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-89 " MSG-89 Subject: Re: Old Antialias Switch? @toc contents Subject: Re: Old Antialias Switch? Date: Monday, 05 June 1995 15:08:22 From: erwin@lr9pstn.lr.tudelft.nl (Erwin Zwart) ---------------------------------------------------------------------------- > What's going on today? I swear I've never nabbed so many tasty > tidbits from the list as I've gotten today. Well, it's a long weekend here, so I now had time to reply, normally I can't find the time even to read it all, work, work, render, render. I will put some of my pix on Aminet soon (of a flight simulator that is being build here for two years now). I did a lot of slides with Imagine (and Silver) the last seven years, but for animation I use now Lightwave mostly on my PAR. I did a Virgin Records house label logo in Imagine however, it is on all CD's of that label, Hypercycle. It was also used in a videoclip shown a lot of times on MTV. A very short part, rotation anim (lissajous kind object) is on www.riv.nl/yuliana/hypercycle/ Another public Imagine thing I'm working on is the new logo of Audi. In three weeks that picture (four chrome rings with very specific reflections) hangs on the head office in Germany on a light sign of 10 meters wide, anybody got a bigger print of a imagine picture? ;-) Maybe it will be used worldwide in printing (posters, letterhead) and TV also. Other projects involve post offices (interior), bus and train stations and visualisation of new road designs (car path animations) at highway traffic junctions with flyovers and the lot. Maybe I should make a homepage also to show off a little :-) (hmmm, maybe this summer) Erwin PS, Mike or anyone, don't CC: to the list, if you reply to the list, exchange the Reply address with the list address, if you CC: the guy you reply to gets two msg's and there are already enough msg's in my mailbox every day. -- +--------------------------------------------------------------------------+ | Erwin Zwart E.Zwart@LR.TUDelft.NL Faculty of Aerospace Engineering | | phone: +31-15-158278 (or 140034) Delft University of Technology | | fax : +31-15-158503 The Netherlands | +--------------------------------------------------------------------------+ @{" Thread 437" link IML-437} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-90 " MSG-90 Subject: Re: Hands and Feet @toc contents Subject: Re: Hands and Feet Date: Monday, 05 June 1995 15:28:01 From: paris@lor.jrent.com ---------------------------------------------------------------------------- From: LOR::PARIS 5-JUN-1995 09:10:31.62 @{" Thread 97" link IML-97} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-91 " MSG-91 Subject: Re: SWapCRF, SOLID @toc contents Subject: Re: SWapCRF, SOLID Date: Monday, 05 June 1995 17:26:04 From: sauvp@citi.doc.ca (Patrick Sauvageau) ---------------------------------------------------------------------------- Charles Blaquiere wrote: >> From: Michael Hazlett >> >> Could somebody send me those 2 textures? Because no-one I know has got >> them with Imagine or Essence(s). > >SwapCRF and Solid are both Essence I textures. It's illegal, and >immoral, for someone to send them to you. (Geez, aren't I the >heavy-handed one B^( ) > >Did anyone develop a PD texture which has the same effect? (Reminder: >Solid applies a single color to an entire object, useful when added to >the parent of an entire group with "Apply to children" activated. It also >has a fade parameter, to control the intensity of the color; 0.5 means >the color is applied at 50% strength, leaving the other 50% whatever was >already on the object) Anybody with a compiler can do this in les than half an hour. I can do it for Amiga FP and publish the source for somebody else to compile it for the PC. Do you think that distributing a perfect copy of Apex's solid texture is "moral", since the amount of work in programing is very small ? Do you think it would be better calling it by an other name and changing the parameters order, while keeping exactly the sames functionality ? (sory for the bad syntax) ----- Patrick Sauvageau (sauvp@citi.doc.ca) @{" Thread 122" link IML-122} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-92 " MSG-92 Subject: Apex contact info @toc contents Subject: Apex contact info Date: Monday, 05 June 1995 17:50:10 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- Does anyone have address and phone # for Apex software? @{" Thread 109" link IML-109} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-93 " MSG-93 Subject: Re: SWapCRF, SOLID @toc contents Subject: Re: SWapCRF, SOLID Date: Monday, 05 June 1995 18:27:11 From: Ian Smith ---------------------------------------------------------------------------- On Mon, 5 Jun 1995, Charles Blaquiere wrote: > Did anyone develop a PD texture which has the same effect? (Reminder: > Solid applies a single color to an entire object, useful when added to > the parent of an entire group with "Apply to children" activated. It also > has a fade parameter, to control the intensity of the color; 0.5 means > the color is applied at 50% strength, leaving the other 50% whatever was > already on the object) Ya, I did. :-) The texture is called SetChild and is included with the IITextures archive. The latest is on my home page, but a slightly older version is gfx/3d/IITextures?.lha on Aminet. It works with color, reflectivity, transparency and fog length with seperate fade paramaters for each. Enjoy. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 76" link IML-76} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-94 " MSG-94 Subject: Re: Animator Salary Inquiry @toc contents Subject: Re: Animator Salary Inquiry Date: Monday, 05 June 1995 18:34:24 From: craigh@fa.disney.com ---------------------------------------------------------------------------- On Jun 3, 5:59pm, imagine-relay@email.sp.paramax.com wrote: > > I am in the process of getting a job with a game company that produces > CDROM's along the likes of Myst. I need to know what I can ask for as a > starting salary. I have no experience previous with gaming companies, but am > fairly skilled in 3D and have a good Art background. I would appreciate the > advice. > > Stephen >-- End of excerpt from imagine-relay@email.sp.paramax.com Game companies are notorious for underpaying animators. It's a great way to get much-needed experience if you don't have any, however. You didn't mention your experience, salary at current job, etc., so there is no way anyone could advice you of what salary you could ask for. Good luck, Craig -- _____________________________________________________________________________ __ ##### Craig Hoffman #~ ~### craigh@fa.disney.com @ @ #?) < /| Walt Disney Feature Animation `-' / |__/ _____________________________________________________________________________ @{" Thread 481" link IML-481} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-95 " MSG-95 Subject: Re: Quickie-Ground Cover @toc contents Subject: Re: Quickie-Ground Cover Date: Monday, 05 June 1995 18:35:21 From: Ian Smith ---------------------------------------------------------------------------- On Mon, 5 Jun 1995, Charles Blaquiere wrote: > Hey BR, your texture looks really interesting; I was about to fire up > Imagine and try it (Amiga multitasking, you know) but was taken aback at > the jumble of numbers that followed. Perhaps America Online has > reformatted your message for you? [SNIP] Looks to me like the previous message was written in an editor with a proportional spaced font. Lining up columns that way REALLY messes things up. It's beyond me why companies do things like that.. it just sends tons of terribly formatted messages with 100 character lines spewing out onto the internet. IBM's OS/2 newsreader does the same thing. Tried to reformat those numbers, but was unable to figure out just what everythign meant... -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 102" link IML-102} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-96 " MSG-96 Subject: Re: Hands and Feet @toc contents Subject: Re: Hands and Feet Date: Monday, 05 June 1995 18:45:53 From: Ian Smith ---------------------------------------------------------------------------- On Mon, 5 Jun 1995 Lumbient@aol.com wrote: > PS what version of Imagine do you have? Thats the problem with the Constant > Upgrage Progam! You have to ask what version all the time!! Maybe this should be in the FAQ or the IML welcome message? Advise everyone with proglems/questions/hints to tell everyone their setup. "I have Amiga Imagine 3.2 and wonder where the ARexx port is?" "I run 3.0 on an IBM and can't get it to boot up under Windows!" "My Turbo Silver disk looks really cool, when will you go back to those neat reflective, textured foil disk labels?" Neon Orange.. bleah. I can just imagine.. 'Hey guys, I got us a GREAT deal on labels!' (sounds of a box opening) 'Ahh! I'm blind!' At least I know when my Imagine updates come by teh glow of the mailbox, and it's easy to locate those disks if you need them. :-) -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 4" link IML-4} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-97 " MSG-97 Subject: Re: Hands and Feet @toc contents Subject: Re: Hands and Feet Date: Monday, 05 June 1995 19:32:32 From: Lumbient@aol.com ---------------------------------------------------------------------------- ===O snip O=== I can't find any way to make the finger/toes intersect the hand/foot in such a way as to make a smooth curvy transition, like a real hand or foot, rather than it just looking like some object with a bunch of pipes protruding from it. O=== snip ===O Hmmm, have you tried the "Fill to Edge-line"? It works great for making the connections smooth. PS what version of Imagine do you have? Thats the problem with the Constant Upgrage Progam! You have to ask what version all the time!! ----Lumbient @{" Thread 96" link IML-96} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-98 " MSG-98 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Monday, 05 June 1995 20:37:04 From: Torgeir Holm ---------------------------------------------------------------------------- On 04-Jun-95 19:54:26, Fred Aderhold wrote: >>Rototscoping is animator's jargon. It means tracing over a live action >>picture sequence, in order to get the correct motion, or placement of >>elements in the >>Of course there are no real rules to rotoscoping, except making sure the >>reference point stays in the same place on screen. Just experiment, and >>produce wild results :) >>Hope this cleared things up :) >Sure did! Thanks! no problem :) >So what do you call it when you use an animation for a background? Like if I >used a VistaPro flythru as a background while animating a helicopter to make >it look like the helicopter is in the flythru? Forground/background compositing? Torge!r @{" Thread 219" link IML-219} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-99 " MSG-99 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Monday, 05 June 1995 20:37:04 From: Torgeir Holm ---------------------------------------------------------------------------- On 04-Jun-95 20:31:47, Mike McCool wrote: >> So what do you call it when you use an animation for a background? Like if >> I used a VistaPro flythru as a background while animating a helicopter to >> make it look like the helicopter is in the flythru? >You call it cheating. (Joke. Weird mood. Must be all the salt >water I swallowed out at the coast today). Made any surfing animations? Torge!r @{" Thread 84" link IML-84} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-100 " MSG-100 Subject: Hands and Feet @toc contents Subject: Hands and Feet Date: Monday, 05 June 1995 20:37:06 From: Torgeir Holm ---------------------------------------------------------------------------- On 05-Jun-95 00:33:44, DAVEH47 wrote: >I am working on a 3D model of a Tyrannosaurus, and I'm >having trouble constructing the talons. I have tried the >Detail, Forms, and Spline editors all, and I can't find >any way to make the finger/toes intersect the hand/foot >in such a way as to make a smooth curvy transition, like >a real hand or foot, rather than it just looking like some >object with a bunch of pipes protruding from it. Has >anyone any suggestions? Use the "set edge line" and "Fill to edge line" functions in 3.2 (upgrade if you don't have it..) This is exactly what this function does. Torge!r @{" Thread 77" link IML-77} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-101 " MSG-101 Subject: Variation on a theme @toc contents Subject: Variation on a theme Date: Monday, 05 June 1995 21:41:47 From: Robert.Thompson@LNO.WMC.wmc.telememo.au ---------------------------------------------------------------------------- FROM too long. Original FROM is 'Robert Thompson (Tel )' ---------------------- Original Message Follows ---------------------- Thanks to all those who gave positive feedback on my tip about rotoscoping. I've been watching the IML for a couple of months now, and I've picked up quite a few handy tips along the way. It's good to be able to return the favour occasionally. I've noticed a few questions asking how to model complex shapes such as hands, feet, talons etc. I use a variation of the rotoscoping technique to model some very complex objects. The way it is done is to first digitise or draw a 2D version of the object you want to model (To model a humanoid I've used a digitised version of Leonardo DaVinci's drawing so I'll use that as an example). The picture must be a two colour Iff (for Amiga users) with the shape filled completely. Use the detail editor's Object/Convert Iff/Ilbm menu selection, and click on Don't Add Faces. (You can let Imagine add faces if the object is not too complex, but it's risky.) Extrude the resulting shape to the default values, then create a primative plane with as many points as you think you will need for the object. (For DaVinci's human I used the default 10x10 plane.) Scale the plane until it's at least twice as big as the object (no need for precision), and move it so that the bottom quarter cuts through the middle of the extruded object (to minimise problems with Slice). Then shift-pick both objects and select Object/Slice from the menu. Once slice has done its stuff you'll be left with all the objects grouped together. Switch to Pick Object mode and pick and delete all the objects except the cutout shape. Extrude the cutout to the default values, except with 3-6 rows depending on how complicated your object need be. (I used 4 for DaVinci's human) Go to Pick Points and Drag Box mode and shift-pick the top layer of points, scale them to make a rounded profile, and do the same for the back. Shift-Move the axis to the neck and use Pinch, Shift-Move the axis to just below the chest and use Taper. Switch to Pick Faces mode and go the bottom of the legs. Shift-Pick the lowest faces at the front of the legs (Use Fracture if you need more points), extrude to form feet, and voila - a (very rough) bones-ready human. I already have a few heads, hand and feet (made the same way) ready to splice onto any human I make, and I find it handy to keep this rough shape in my objects collection. With a bit of detailing it can be made into a variety of different people. I hope this is not too confusing but I'm running short of time, If anyone has problems, write and I'll try to sort it out. Bye, Bob. @{" Thread 463" link IML-463} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-102 " MSG-102 Subject: Re: Quickie-Ground Cover @toc contents Subject: Re: Quickie-Ground Cover Date: Monday, 05 June 1995 22:28:39 From: Mike McCool ---------------------------------------------------------------------------- Hey Ch, Thanks for this post. I thought it was just my reader that made his groundcover tute look like minestrone . . . On Mon, 5 Jun 1995, Charles Blaquiere wrote: > Hey BR, your texture looks really interesting; I was about to fire up > Imagine and try it (Amiga multitasking, you know) but was taken aback at > the jumble of numbers that followed. Perhaps America Online has > reformatted your message for you? I'd love to try out your tip, if you > can be so kind as to repost it with a better format. (One thing that > works on CompuServe: add a period at the start of every line you don't > want reformatted) > @{" Thread 261" link IML-261} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-103 " MSG-103 Subject: New Ground Cover @toc contents Subject: New Ground Cover Date: Monday, 05 June 1995 22:50:21 From: Broctune@aol.com ---------------------------------------------------------------------------- >.Sorry about the mishap here it is again > >.Color-R 15, G 162, B 6 Dithering-255 (Everything else Default) > >.Texture1 Fuzz Texture2 Peened >Right Value LeftValue Right Value Left Value >0.1 0.6 1 0 >0.2 15 1 0.5 >0.05 140 0.1 90 >0.3 15 0.5 90 >1 0 1 0 >4 0 4 0.6 >0.2 0 0.2 1 >0.8 0 -0.3 0 > >Then add The texture Disturbed and leave its values at default > >Texture4 Cracks >Right Value Left Value >0 90 >0.2 80 >0.2 0 >15 0 >0 0.2 >0 0.5 >-0.1 0.3 >-0.1 0.8 > >You may have to change the size or other settings of the cracks texture to get the desired effect. @{" Thread 474" link IML-474} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-104 " MSG-104 Subject: Rotoscoping @toc contents Subject: Rotoscoping Date: Monday, 05 June 1995 23:58:00 From: w.graham6@genie.geis.com ---------------------------------------------------------------------------- If you have Imagine 3.2, and a 256 color display, you can kind of do rotoscoping by loading digitised images as backdrops when setting up your bones/states animations. It really does work ok, especially in conjunction with the Freeze and Constraints commands. @{" Thread 21" link IML-21} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-105 " MSG-105 Subject: 3DS to Imagine converter @toc contents Subject: 3DS to Imagine converter Date: Tuesday, 06 June 1995 02:11:05 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- Hi, here are some good news for all of you Imagine enthusiasts. I have uploaded my 3DS-to-Imagine converer to ftp.websharx.com in pub/imagine/pc. 3DS2IM is a high-speed, reliable converer of 3DS files to Imagine format. Supports all object types, detect degenerate objects, provides information on face and vertex count. The conversion is binary-to-binary, so no time is lost importing or exporting huge text files, e.g. DXF. 3DS2IM is a shareware. Comments are welcome. As an alternative you can visit my homepage and get it from there. Andrey @{" Thread 173" link IML-173} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-106 " MSG-106 Subject: ? @toc contents Subject: ? Date: Tuesday, 06 June 1995 03:48:27 From: Granberg Tom ---------------------------------------------------------------------------- Howdy all! It's cool to see so many realy good advice' and tips for us Imagine user's. I've havent read my mail in a couple a days, so this was a very nice suprise! Thanks!!!! Keep up the good work! By the way, I saw somone (screaming) for this adress: http://hobbes.nhidh.nki.no:80/~pednaa/tv2/tomg.html It's my homepage, aah, you guessed it? tom.granberg@tv2.no @{" Thread 151" link IML-151} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-107 " MSG-107 Subject: Re:Different Fluids @toc contents Subject: Re:Different Fluids Date: Tuesday, 06 June 1995 04:06:31 From: Granberg Tom ---------------------------------------------------------------------------- Hey, I've done this, I think? If I'm not misstaken, I've made a box kinda hot solver liquid with different density and color in different layers. So I think this could be used in your situation to? What I did was using the texture "fogpaint" and "clrnoize2", I used the clroize texture to color the object, put the fogpaint on it and turned of the "denser color:" by puting a negative number in it, like -1. Then I put this object inside the slightly larger glass box, and rendered it, I've then realised that the reafraction index should only be put on the "fog" object this gave just the desired effect. If your liqiud is only to be seen from a fixed point of view (POV, eh,EH?) you could use a sligtly smaller object than your glass and use the "fltrnoize" texture to get different transparancy on different levels, just stretch the textures x and y axis. Hope this helps? tom.granberg@tv2.no @{" Thread 402" link IML-402} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-108 " MSG-108 Subject: RE:ROTOSCOPING @toc contents Subject: RE:ROTOSCOPING Date: Tuesday, 06 June 1995 05:07:34 From: Granberg Tom ---------------------------------------------------------------------------- Howdy! Thanks for all the fish, eh, for all the great tips you have given me on this rotoscoping thing! I havent tried it all, but the tips on using the same sized image for the background as the resolution I'm going to render in, was interesting. I think that this could maybe work, but I can see a possible problem with this idea (unless you have tried it, and I know it's a bit early to give critic on a tip I havent tried yet, but here goes!). Imagine's windows are not the correct aspect ratio compared with most image sizes, that are mostly in 1.3 to 1, or 8 to 6, so if imagine doesnt crop the background picture in x, you would acctualy work in a x scaled picture, then your alignment of objects and the like, wouldnt fit when you render it. tom.granberg@tv2.no @{" Thread 158" link IML-158} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-109 " MSG-109 Subject: AQUA JET VAPOUR @toc contents Subject: AQUA JET VAPOUR Date: Tuesday, 06 June 1995 07:29:37 From: Granberg Tom ---------------------------------------------------------------------------- Haydi, Murray! YOU WANT A MOVING REFRACTION. I think, since you got a PC?! you do need a little help, (kidin'). But you could just make a tube or something hollow to put behind the aqua-jet outlet, then you will put on a bump texture, remind you that you dont want to see the object, so crank the filter settings trough the roof, and make it bright, and put in something like 1.40 in the refraction box, leave the rest as it is. NOW COMES THE 1000 dollar question, I suppose you would want the vapour refraction to fade away at a sertant distance behind the object, yeah......right..... but since I have surfed a little I came across a selection of real cool textures(.itx) to use with the pc version of Imagine. One of those textures (DEBUMP.itx) was able to fade the bump along the z axis, so now you could just make two states. Where in the second state you would pull the (bump-Texture) backwards and change the bump setting just a little bit to give it some variation as it moves bakwards. PS.It's nice to put something in the background so you could see the refraction, it's enough to put in a nice color fade(global) then a global bluish fog to add up to the mystery of silence?!? The adress to the homepage you could get these way-cool texture collection is: http://www.aloha.com:80/~sharky/images/blackmon/ HOWDY SHARKY! Long time no speak!? By the way could somone please tell me if these textures will be converted to the Amiga Version! (Please Stephen, Please, Please, Please, Please!?!) See you around Murray! tom.granberg@tv2.no @{" Thread 117" link IML-117} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-110 " MSG-110 Subject: RE:My Homepage @toc contents Subject: RE:My Homepage Date: Tuesday, 06 June 1995 07:56:45 From: Granberg Tom ---------------------------------------------------------------------------- HOWDY TORGEIR! Nope, I havent modell the soccer ball, TV2 bought it! I did however try to model one to se if it was possible to do, it wasnt, at least in the time frame I got at the time. You know a soccer ball have 6 angeled amd 5 angeled patchess that should fit somewhat tight, so I ran into my first realy HUGE problem trying to solve the ball raduis versus patch size, versus how many pathes does it take? How many hair pair does a pig have on his tail, I DONT STEENKIN' KNOW, AND WHO BLUUDI CARES ANYWAY! If someone of you guys want to earn some good money, building all sort of cool stuff, contact Viewpoint datalabs, they are very interested in good modells of whatever you could imagine. I did, and they sent me a form to read, and some guide lines reagarding your object(grouping,illegal faces, etc,etc). I havent animated the T-BAG, but I have animated the fog object, it's looks like real steam moving. Method: a cross between deformation/texture states tom.granberg@tv2.no @{" Thread 45" link IML-45} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-111 " MSG-111 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Tuesday, 06 June 1995 09:58:05 From: Mike McCool ---------------------------------------------------------------------------- Hey Bob, et al, You mentioned DCTV as an option. I've only used two digitizers, the old Digi-vu, and DCTV, so I'm no expert--but DCTV gives very good results. Hell, I've even torqued some pretty good digs out of Digi-vu, which must be as funky as they come. Clearly, the better the input video source, the better the dig. DCTV is also the most affordable route to 24bit and access to tape that you'll find. I nabbed mine for $150, and I see them sometimes even for less. As all the original 24bit boards have their minor and major nightmares, DCTV is really a nice working man's alternative. @{" Thread 36" link IML-36} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-112 " MSG-112 Subject: Re: Old Antialias Switch? @toc contents Subject: Re: Old Antialias Switch? Date: Tuesday, 06 June 1995 10:02:31 From: erwin@lr9pstn.lr.tudelft.nl (Erwin Zwart) ---------------------------------------------------------------------------- Hi Charles, > > that has disturbed me and my clients for years. I always had to render > > twice as much lines than I actually wanted and that costed me more time > > than using the slower but better new mode on the wanted number of lines. > Erwin, that's wonderful! This message is going straight to my Imagine > text directory. I was also considering doing everything at 2x > resolution, needing 4x the rendering time, plus some time for > Imagemaster to antialias everything down to the desired resolution. If > you say the new anti-alias works better, with less time, I believe you! > And giving us the actual settings you use... pure icing on the cake. If you render at 2x resolution, the picture will off course be better in detail, because Imagine then sees smaller details. Anti-aliasing kicks in only if a certain contrast with the next pixel (edge level) is encountered. So if it skips a pixel wide detail, it see no edge and doesn't anti-alias. For certain pictures I render twice as much lines even with new AA and sometimes I put them on slide without scaling back) Erwin -- +--------------------------------------------------------------------------+ | Erwin Zwart E.Zwart@LR.TUDelft.NL Faculty of Aerospace Engineering | | phone: +31-15-158278 (or 140034) Delft University of Technology | | fax : +31-15-158503 The Netherlands | +--------------------------------------------------------------------------+ @{" Thread 74" link IML-74} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-113 " MSG-113 Subject: Book on writing textures @toc contents Subject: Book on writing textures Date: Tuesday, 06 June 1995 10:17:48 From: Steve McLaughlin ---------------------------------------------------------------------------- I saw a hardback book at the bookstore: Texturing and Modeling, A procedural approach, by Ebert/Musgrave/Peachey/ Perlin/Worley. 332 pages. This book contains a toolbox of procedures upon which programmers can build a library of procedural textures and objects. It includes extensive explanations of procedural renderings, modeling, shading, and texturing, and how to design new functions. isbn: 0-12-228760-6, includes one 3.5 diskette. It is not Imagine specific. Check it out and write some great textures! @{" Thread 234" link IML-234} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-114 " MSG-114 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Tuesday, 06 June 1995 12:03:00 From: gregory denby ---------------------------------------------------------------------------- This thread intersected some current work quite nicely. Here's what I've found as a method for crating good general lighting within a room. I'm currently modeling a new gallery installation (I work in a museum). Previously, I've only really been interested in seeing how object, walls, etc lay out in perspective. This time I decided I wanted to get as close to real as possible. I immediately found that spherical lights caused big problems. Because of the "normal" problem (see previous posts), the ceiling or floor tended to look way too dark. Upping the ambient light just washed everything out. So I grabbed a bit deeper into the Imagine features bag. I've associated a parallel ray light to the camera; I've created four rectangular parallel lights of various low intensities and pointed them at the floor, ceiling, and sides of the room. With these lights and the twenty or so shadow casting spotlights, and a large sphereical "sun" outside the windows, I'm getting pretty close to a realistic effect. This has worked much better than dozens of small point lights scattered throughout the area. It really would be nice to have radiousity, though. Perhaps, since there is an Imagine Lite as Well as Pro, perhaps in the future Impulse could put radiosity into the higher end package for those who have the crunch or just plain time to use it. Happy tracing, Greg Denby @{" Thread 120" link IML-120} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-115 " MSG-115 Subject: Mobius Strip Anim @toc contents Subject: Mobius Strip Anim Date: Tuesday, 06 June 1995 12:20:56 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- I've been having a look at some more anims on Aminet. I remember seeing some discussion of the Mobius Strip on a list somewhere and did'nt pay much attention. Check out gfx/anim/mobicogs.lha (HAM version 1.8 Meg) or mobicflc.lha (FLC version 2.1 Meg), it's an Imagine V2.9 render of nine connected cogs in the shape of a Mobius Strip. It is quite an interesting effect and very well done, the author is Jason Jack. --Bob @{" Thread 201" link IML-201} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-116 " MSG-116 Subject: DXF to Imagine @toc contents Subject: DXF to Imagine Date: Tuesday, 06 June 1995 12:39:43 From: spartacom@ib.com ---------------------------------------------------------------------------- I have a skull object here, it's in DXF format (ASCII ???) How do I convert this to an Imagine object ??? Regards, Kaj Wierda SpartaCom Sales Europe @{" Thread 123" link IML-123} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-117 " MSG-117 Subject: Re: AQUA JET VAPOUR @toc contents Subject: Re: AQUA JET VAPOUR Date: Tuesday, 06 June 1995 13:29:26 From: "Murray L. Crane" ---------------------------------------------------------------------------- On 6 Jun 1995, Granberg Tom wrote: > Haydi, Murray! Hi Granberg. > YOU WANT A MOVING REFRACTION. It doesnt need to move, since the finished pic is for a still frame competition thing on #amiga, but lets plough on anyway. > I think, since you got a PC?! you do need a little help, (kidin'). The PC isn't mine... I'm only using it cause my '030 card for my 1200 is away in Germany being repaired... I'd much rather be using the Amiga for Imagine 3.2 and the cool Essence textures (both volumes of course :) > But you could just make a tube or something hollow to put ... [snip] > yeah......right..... but since I have surfed a little I came across a > selection of real cool textures(.itx) to use with the pc version of Imagine. > One of those textures (DEBUMP.itx) was able to fade the bump along the z > axis... [snip] Thanks... You appear to have hit the nail right on the head here... I'll get a copy of this texture and try it out forthwith... > PS. It's nice to put something in the background so you could see the > refraction, it's enough to put in a nice color fade(global) then a global > bluish fog to add up to the mystery of silence?!? I have a killer picture of an octopus which I found whilst trawling the web, but I think I shall also try your suggestion (the fog) and see what comes out at the other end... > The adress to the homepage you could get these way-cool texture collection is: > http://www.aloha.com:80/~sharky/images/blackmon/ Once again, thanks... > By the way could somone please tell me if these textures will be converted to > the Amiga Version! (Please Stephen, Please, Please, Please, Please!?!) Similarly, please, please, please... Cheerio, Murray. +-------------- | Murray L. Crane - sis2471@sis.port.ac.uk (until July '95) | netwalker@buddahs.demon.co.uk (after July '95) +-------------- | The Inedible Buddahs | Bashing it out in Imagine for all the Universe to see +-------------- @{" Thread 441" link IML-441} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-118 " MSG-118 Subject: Amiga anims to PC? @toc contents Subject: Amiga anims to PC? Date: Tuesday, 06 June 1995 14:03:11 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- Is there any way to convert Amiga anims to PC anims? Andrey @{" Thread 184" link IML-184} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-119 " MSG-119 Subject: Re: DXF to Imagine @toc contents Subject: Re: DXF to Imagine Date: Tuesday, 06 June 1995 14:11:18 From: Roger Straub ---------------------------------------------------------------------------- On Tue, 6 Jun 1995 spartacom@ib.com wrote: > I have a skull object here, it's in DXF format (ASCII ???) > How do I convert this to an Imagine object ??? > If you have 3.1+, then you can import it directly into Detail and save it out as a .iob. If you don't, then there are several PD converters for the PC out(look on Simtel, I'm not sure), and if you have an Amiga, you could get Pixel Pro 2 from Impulse for $65. If none of these other options are viable, or do not work out, then you can buy Interchange, from Syndesis, for PC(Windoze), Mac, or Amiga for about $120. > > Regards, > > Kaj Wierda > SpartaCom Sales Europe > > > See ya, Roger @{" Thread 172" link IML-172} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-120 " MSG-120 Subject: RE: Lighting Calculations @toc contents Subject: RE: Lighting Calculations Date: Tuesday, 06 June 1995 14:42:00 From: "Cruickshank, Steven (DSS)" ---------------------------------------------------------------------------- Conny wrote: >> Thats because every point on the surface has its normal parallel(damn how= s >> that spelled? :) to the incoming light rays. >One "r" and two "l"s, PARALLELL :-) Is this how parallel is spelled in Sweden??? ;-) >*---------------------------------------------------------------* >| Conny Joensson | Swedish Space Corp. Esrange | >| Kiruna | Satellite operations - Telecom Div. | >| Sweden | cjo@smtpgw.esrange.ssc.se | >*---------------------------------------------------------------* Steven Cruickshank SteveCr@gov.nb.ca @{" Thread 86" link IML-86} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-121 " MSG-121 Subject: For those who want to UNSUBSCRIBE @toc contents Subject: For those who want to UNSUBSCRIBE Date: Tuesday, 06 June 1995 15:45:45 From: wirde@Fysik.UU.SE (Mikael Wirde) ---------------------------------------------------------------------------- Hi! I've been on the IML for a few weeks, and I have already read lots and lots of interesting stuff. Incredible list, really! However, every now and then I encounter mail from people who want to unsubscribe. They are sometimes sounding(!) frustrated on why they can't do this simple thing, and as far as I have seen, noone has responded to these messages, so I think it best to do so, and perhaps bring down the number of Unsubscribers that really shouldn't be writing their requests directly to the list. So, here it is: If you want to unsubscribe, send a message to imagine-request@email.eag.unisysgsg.com with the word "unsubscribe" in the Subject line. Nothing more, nothing less. If that doesn't work, I doubt that writing directly to the list will. Good luck! M Wirde @{" Thread 138" link IML-138} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-122 " MSG-122 Subject: Re: SWapCRF, SOLID @toc contents Subject: Re: SWapCRF, SOLID Date: Tuesday, 06 June 1995 16:16:13 From: Michael Hazlett ---------------------------------------------------------------------------- On Mon, 5 Jun 1995, Charles Blaquiere wrote: > SwapCRF and Solid are both Essence I textures. It's illegal, and > immoral, for someone to send them to you. (Geez, aren't I the > heavy-handed one B^( ) No... that's fine...I might write to Apex and see if I can get it from them. I still don't understand why nobody over here has those 2 textures....oh well :) MH @{" Thread 147" link IML-147} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-123 " MSG-123 Subject: RE: DXF to Imagine @toc contents Subject: RE: DXF to Imagine Date: Tuesday, 06 June 1995 16:17:55 From: Joe Cotellese ---------------------------------------------------------------------------- If you are using Imagine 3.x it will import some DXF objects. Joe C. ---------- I have a skull object here, it's in DXF format (ASCII ???) How do I convert this to an Imagine object ??? Regards, Kaj Wierda SpartaCom Sales Europe @{" Thread 209" link IML-209} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-124 " MSG-124 Subject: Re: (Not so) Quickie! :) (fwd) @toc contents Subject: Re: (Not so) Quickie! :) (fwd) Date: Tuesday, 06 June 1995 18:17:04 From: Dylan Neill ---------------------------------------------------------------------------- On Mon, 5 Jun 1995, Dave Wilson wrote: > I don't understand what your trying to say here. Casting shadows on > a flat background is > one of the most simple things so I don't think that was what you were trying > to describe. The rest of your message didn't give me much of a clue either. > I mean casting shadows on a background which imagine considers flat but making it look like the background is real and what you render on top is actually in the background --- |\ /| 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 500" link IML-500} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-125 " MSG-125 Subject: RE:My Homepage @toc contents Subject: RE:My Homepage Date: Tuesday, 06 June 1995 19:23:47 From: Torgeir Holm ---------------------------------------------------------------------------- On 06-Jun-95 08:56:45, Granberg Tom wrote: >Nope, I havent modell the soccer ball, TV2 bought it! I did however try to [...snip...] >reagarding your object(grouping,illegal faces, etc,etc). Yes, I know modelling that ball myself would be a pain! BTW: In his book, understanding imagine 2.0, Steve Worley describes how he made a perfect bump map for a basketball. Anyone have that map? My C programming skills are non-existant, so I won't attempt to do it the way Steve Worley did... >I havent animated the T-BAG, but I have animated the fog object, it's looks >like real steam moving. Method: a cross between deformation/texture states Ok, just wondering. (put the anim on your HP?) Torge!r @{" Thread 110" link IML-110} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-126 " MSG-126 Subject: Quickie-Ground Cover @toc contents Subject: Quickie-Ground Cover Date: Tuesday, 06 June 1995 19:23:49 From: Torgeir Holm ---------------------------------------------------------------------------- On 05-Jun-95 13:57:47, Charles Blaquiere wrote: >Hey BR, your texture looks really interesting; I was about to fire up >Imagine and try it (Amiga multitasking, you know) but was taken aback at >the jumble of numbers that followed. Perhaps America Online has >reformatted your message for you? I'd love to try out your tip, if you >can be so kind as to repost it with a better format. (One thing that >works on CompuServe: add a period at the start of every line you don't >want reformatted) Yes, BR, please repost. I fired up Texture Studio (registered), to try it out on a simple shape, but I got lost in the numbers somewhere, and couldn't find my way back out.. Torge!r @{" Thread 88" link IML-88} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-127 " MSG-127 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Tuesday, 06 June 1995 19:23:50 From: Torgeir Holm ---------------------------------------------------------------------------- On 05-Jun-95 13:48:32, Charles Blaquiere wrote: >> If your light source is just about on top of an onject, only a small >> bright area will be illuminated. >This is normal, since the illumination factor depends on the >angle between the surface normal and the vector pointing towards the >light. > O point light > | \ ` >-----------A---B---C--------- horizontal plane >In this diagram, the light (no diminish intensity, by the way) is 10 >units above the plane. At point A, the surface normal points exactly [...snip...] Do what I did, pull the shade off a lamp, and put the bulb up to the wall, then pull it away. Proved to me that Imagine (and you, Charles) was right :) Torge!r @{" Thread 162" link IML-162} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-128 " MSG-128 Subject: Re: DXF to Imagine @toc contents Subject: Re: DXF to Imagine Date: Tuesday, 06 June 1995 22:34:18 From: Mike McCool ---------------------------------------------------------------------------- > > I have a skull object here, it's in DXF format (ASCII ???) > > How do I convert this to an Imagine object ??? > > > > If you have 3.1+, then you can import it directly into Detail and save it > out as a .iob. If you don't, then there are several PD converters for the > PC out(look on Simtel, I'm not sure), and if you have an Amiga, you could > get Pixel Pro 2 from Impulse for $65. If none of these other options are > viable, or do not work out, then you can buy Interchange, from Syndesis, > for PC(Windoze), Mac, or Amiga for about $120. > Or what he/you could do is e-mail his dxf object to someone who HAS one of the above conversion packages, and they could do the job on it for him/you and send it back. I for one am on the lookout for skull objects, and would love to have a crack at it. I own PixelPro3d, so if we're talking amiga, rather than PC, I'd be happy to convert it for him/you. It would be worth it to me to get a nice skull. (The one I have now's missing its mandible. Alas, poor Zorick). @{" Thread 119" link IML-119} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-129 " MSG-129 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Tuesday, 06 June 1995 22:48:39 From: Mike McCool ---------------------------------------------------------------------------- > Maybe it'll be of interest to those with DCTV, there's another gudget by > Digital Creations called, RGB Converter. > > It lets you, use an Amiga monitor to view DCTV output, so you don't need > a composite video monitor. (you need composite monitor if you want to test > your video, or if you record to vcr. But you can use TV to watch the vcr) > > It has the same color spectrum as DCTV (3-4 millions colors) and it's > better for using DCTV Paint. I tried to paint with A1000's 1084 monitor > that has a composite input, it's no fun. > Using A3000's 1950 monitor with RGB Converter is great. > > To those digitizing, do you have some great (or small) tips ? > Shamed to admit, I have Digi-View and DCTV, but never used them for > digitizing. > I'm glad you mentioned this RGB converter thing. I have a second 1084 on my desk, hooked to my old A500 actually. I have my DCTV outputting to it, and since it's an older 1084, it has the cvbs/rgb switch conveniently in front. I just click it to composite to view my DCTV stuff, and back to RGB for the A500 (like to write this note). But did I understand you correctly: the RGB converter yields a better looking DCTV output than the above setup? I assume there's some advantage to using it, or why buy one--but I guess I'm lame on exactly what the advantage is. If it looks better, there you have it. The only digitizing tip I'm qualified to give is this: use a cool natural lightsource. I don't mean cool as opposed to square, I mean cool as in soft, non-polarized light. My east window brings in a beautiful clean light, especially here in the Northwest with so many cloudy days. A north window works well in just about any climate. I've tried literally every other kind of lightsource you could name, but nothing has given me such good results for digitizing as natural light. Perhaps someone will pipe in here and give us all the exact formula for a good tungsten or fluorescent light setup. I sure ain't found it yet. It would be nice to be able to digitize after the sun goes down. @{" Thread 166" link IML-166} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-130 " MSG-130 Subject: Re: Lighting Calculations @toc contents Subject: Re: Lighting Calculations Date: Wednesday, 07 June 1995 00:27:46 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: gregory denby > > I've created four rectangular parallel lights of various low intensities > and pointed them at the floor, ceiling, and sides of the room. You mean that, for example, you added a rectangular light 0.1 units below the ceiling, pointed it towards the ceiling, and sized it to fit the edges of the ceiling? Wonderful idea. Such a light will illuminate the ceiling evenly, without casting any light on anything else in the scene, giving you independent control over the ceiling. Repeat at will for all walls. That's great! @{" Thread 53" link IML-53} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-131 " MSG-131 Subject: Rotoscoping @toc contents Subject: Rotoscoping Date: Wednesday, 07 June 1995 00:34:01 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: w.graham6@genie.geis.com > > If you have Imagine 3.2, and a 256 color display, you can kind of do > rotoscoping by loading digitised images as backdrops when setting up your > bones/states animations. It really does work ok, especially in conjunction > with the Freeze and Constraints commands. And since you can load multiple backdrop images (click in the Front window, Load Backdrop, click in Side window, load different backdrop), you could actually do a video capture of an actor/dancer using two video cameras, one in front and one at the side. Each pair of images could be loaded as separate backdrops in the Detail editor, allowing you to manipulate your humanoid model in 3 dimensions; cheap 3-D motion capture! @{" Thread 214" link IML-214} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-132 " MSG-132 Subject: DCTV/DigiView digitizing (was: Rotoscoping) @toc contents Subject: DCTV/DigiView digitizing (was: Rotoscoping) Date: Wednesday, 07 June 1995 00:40:10 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Ayalon Hermony > > To those digitizing, do you have some great (or small) tips ? > Shamed to admit, I have Digi-View and DCTV, but never used them for > digitizing. Not many tips from this end, even though I also have both. To be honest, I always got real dark images with Digi-View, so once I got DCTV, I simply turned my back on DV. DCTV is OK for quick & dirty digitizing, but I wouldn't use it for high-quality scans. It's too fuzzy for that, and even worse are the NTSC artifacts you get around all vertical edges; for high-quality, I'd use a stock photo CD-ROM, or take a 35mm snapshot and digitize it on a Mac at Kinko's. (European users: Kinko's is a chain of photocopy shops all over North America, open 24 hours a day, which now offers Macs and PCs, fully loaded with software, scanners, printers, even color printers, by the hour) @{" Thread 423" link IML-423} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-133 " MSG-133 Subject: Re: SWapCRF, SOLID @toc contents Subject: Re: SWapCRF, SOLID Date: Wednesday, 07 June 1995 00:44:55 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Patrick Sauvageau > > Anybody with a compiler can do this in les than half an hour. I can do it > for Amiga FP and publish the source for somebody else to compile it for > the PC. > > Do you think that distributing a perfect copy of Apex's solid texture is > "moral", since the amount of work in programing is very small ? Do you > think it would be better calling it by an other name and changing the > parameters order, while keeping exactly the sames functionality ? Well, I don't want to set myself up as The Internet Ethics Advisor, but since you asked... I've always had a problem with the US Patent Office's ruling that algorithms could be copyrighted. In the specific case at hand, the idea behind "Solid" is basic to the point of absurdity, and I really don't think Steve Worley, all-around Great Guy, (trust me, I know) would object to someone whipping up their own home-made version of "Solid". > (sory for the bad syntax) Hey, don't be! Your English is just fine. @{" Thread 354" link IML-354} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-134 " MSG-134 Subject: Wire-frame rendering @toc contents Subject: Wire-frame rendering Date: Wednesday, 07 June 1995 00:52:50 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: m.rubin9@genie.geis.com > > I'm needing to render out some animations in true wire-frame - no > hidden line removal. Is there any way to turn off the hidden line > removal that Imagine defaults to in the project editor? Any ideas of > work-arounds? Use Functions/Latticize with a small value, for example 0.1, to transform your objects into actual lattices made up of skinny little 3-D sticks, just like the old Tinkertoy sets of old. @{" Thread 208" link IML-208} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-135 " MSG-135 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Wednesday, 07 June 1995 01:07:46 From: Ayalon Hermony ---------------------------------------------------------------------------- On Tue, 6 Jun 1995, Mike McCool wrote: > Hey Bob, et al, > > You mentioned DCTV as an option.I've only used two digitizers, > the old Digi-vu, and DCTV, so I'm no expert--but DCTV gives very good > results.Hell, I've even torqued some pretty good digs out of Digi-vu, > which must be as funky as they come. Clearly, the better the input video > source, the better the dig. > > DCTV is also the most affordable route to 24bit and access to > tape that you'll find.I nabbed mine for $150, and I see them sometimes > even for less.As all the original 24bit boards have their minor and > major nightmares, DCTV is really a nice working man's alternative. > Hi, Maybe it'll be of interest to those with DCTV, there's another gudget by Digital Creations called, RGB Converter. It lets you, use an Amiga monitor to view DCTV output, so you don't need a composite video monitor. (you need composite monitor if you want to test your video, or if you record to vcr. But you can use TV to watch the vcr) It has the same color spectrum as DCTV (3-4 millions colors) and it's better for using DCTV Paint. I tried to paint with A1000's 1084 monitor that has a composite input, it's no fun. Using A3000's 1950 monitor with RGB Converter is great. One thing I didn't understand, they wrote in the manual, it's a RGB composite output, never heard of such, but you can also use it as input to decoder, to get a better video than DCTV, or S-VHS, whatever the decoder gives. To those digitizing, do you have some great (or small) tips ? Shamed to admit, I have Digi-View and DCTV, but never used them for digitizing. How do you come back from 3D ? Ayalon M. Hermony Internet: ila2024@datasrv.co.il @{" Thread 54" link IML-54} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-136 " MSG-136 Subject: Wireframe redux @toc contents Subject: Wireframe redux Date: Wednesday, 07 June 1995 01:33:33 From: Charles Blaquiere ---------------------------------------------------------------------------- Something occurred to me after I posted my reply re: creating "real" wireframe objects by using Latticize. I realize the original poster probably wanted as plain an effect as possible, but how about this for a twist? Copy your object (RightAmiga-C). Pick the one that's still on the display, make it black, and give it a fog length about equal to its size. Paste the copy back into the editor view, pick it, Latticize it, and make it Bright, white, with no Phong. (Not needed for bright white, really) What you'll get is the white wireframe, but lines in the back of the object are slightly darkened, giving a nice sense of depth. (My first goal was to make the original object black, but then I realized that (a) the outer set of latticized faces correspond exactly to those on the original object, giving rise to the familiar "how does Imagine determine which of 2 equally-distant surfaces is closer?" problem, and (b) even if I found a solution, all I would do is hide all back lines from view, which is exactly what the original poster wanted to avoid.) @{" Thread 421" link IML-421} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-137 " MSG-137 Subject: Wire-frame rendering @toc contents Subject: Wire-frame rendering Date: Wednesday, 07 June 1995 03:02:00 From: m.rubin9@genie.geis.com ---------------------------------------------------------------------------- I'm needing to render out some animations in true wire-frame - no hidden line removal. Is there any way to turn off the hidden line removal that Imagine defaults to in the project editor? Any ideas of work-arounds? Floater @{" Thread 134" link IML-134} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-138 " MSG-138 Subject: FTP Problems @toc contents Subject: FTP Problems Date: Wednesday, 07 June 1995 03:57:49 From: Ian Smith ---------------------------------------------------------------------------- Sorry about the problems some of you have had in getting files off my Web page. The FTP server I was using to store my files no longer existed as of last week. The files have been moved and can be downloaded again. BTW, anyone know the email addrsss of Steven Blackmon, author of the texture package detxtr.zip? I'd liek to list a contact address for him. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 454" link IML-454} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-139 " MSG-139 Subject: Conformations @toc contents Subject: Conformations Date: Wednesday, 07 June 1995 06:31:24 From: Granberg Tom ---------------------------------------------------------------------------- Hai there! Is it possible to conform a object to a spline/path in the stage/action editor, without having to move it along the same path? The only way I got this to work was, reverse the object axis, and move the object along the spline in one(1) frame, but render from frame two(2) to whatever frame. This is ok in some cases but in others it is hard/impossible to get the effect you are after! I WANT TO MAKE SWAYING PLANTS/SPAGEHETTI OR SOMETHIMG!?! Or be able to get a particle flow to react according to spline(s), maybe fake vortex like flows. I'm not an idiot you know, just a a bit lame in my upper left eye lid, but I do have some real pain in my synapses. Thanks.....Bye!?! tom.granberg@tv2.no @{" Thread 202" link IML-202} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-140 " MSG-140 Subject: Re: Explosion Flash @toc contents Subject: Re: Explosion Flash Date: Wednesday, 07 June 1995 07:02:43 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Murray, on Jun 6 you wrote: > On Mon, 5 Jun 1995, Robert Byrne wrote: > > > Hello and thanks to everyone for the tips on pre-explosion screen > > flashes. > > [snip] > > > > The results were'nt bad first time out, no wonder the IML has a good > > reputation - Great feedback! > > Hows about releasing it to the 'net... I'd love to look at it (seeing as > how I'm still learning about this stuff) and I'm sure others would like > to see... > > Cheerio, Murray. It's still in beta stage and was really only meant to be an exercise in special effects. What I'm aiming to do is something that shows the features of Imagine, something along the lines of an anim that was released with Deluxe Paint 3, a collage of effects on screen at the same time. I've sent you the project to give an idea of what I did. --Bob @{" Thread 469" link IML-469} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-141 " MSG-141 Subject: Amiga-PHOENIX @toc contents Subject: Amiga-PHOENIX Date: Wednesday, 07 June 1995 07:42:31 From: Granberg Tom ---------------------------------------------------------------------------- PHOENIX ARISES FROM THE ASHES! I know this is a bit out of the ordinary, so dont flame or barbeque me!?! In the recent time there have been a lot of strange and (un)true roumors regarding the raise and fall of Commodore. But now it's settled, the German based company Escom have bought it, and plan to produce and develop the lovely Amiga to new hights. One of the first news will be a complete redesign of the A4000/060 tower modell, I have seen the pre-design done by a very well known designer here in Norway called Bj|rn Rybakken (an Amiga owner, a friend of mine bought his A1000, the very first machine that arrived in Norway), he has a very creative and visionary toughts about how it should look, and to be fair (despite the fact that I know him) it's look stunning. Next year we will probably see a risc based Amiga (PowerPc or the HP PA risc chip). This is good news, not only for Amiga(oids) but for PC users as well since it will most likely be a multiOS platform, running at your will, NT, MacOS, and a redesigned amigaOS, support for real time 3D graphics, texture mapping and more, Escom is working with Scala and Motorola on this! But the first to hit the stores will be the 060 based A4000 tower in October/November. PS.This information is sort of second hand, but I have confirmed most of it! tom.granberg@tv2.no @{" Thread 85" link IML-85} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-142 " MSG-142 Subject: Re: Wire-frame rendering @toc contents Subject: Re: Wire-frame rendering Date: Wednesday, 07 June 1995 10:52:25 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Floater, on Jun 7 you wrote: > > I'm needing to render out some animations in true wire-frame - no > hidden line removal. Is there any way to turn off the hidden line > removal that Imagine defaults to in the project editor? Any ideas of > work-arounds? If you Latticize your objects with a setting of around 0.1 they will be transformed into wireframes. Not "true" wireframe but very effective. --Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 330" link IML-330} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-143 " MSG-143 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Wednesday, 07 June 1995 12:06:48 From: Kelly Computer Consultants ---------------------------------------------------------------------------- If you've got the gear, this will be MUCH easier to do if you hook up both cameras to a SMPTE timecode generator and tape the motion with the timecode showing on-screen. That way you can make sure you are getting the correct image pairs (triples? Overhead camera?) for each frame. Doug Kelly Kelly Computer Consultants On Tue, 6 Jun 1995, Charles Blaquiere wrote: > > From: w.graham6@genie.geis.com > > > > If you have Imagine 3.2, and a 256 color display, you can kind of do > > rotoscoping by loading digitised images as backdrops when setting up your > > bones/states animations. It really does work ok, especially in conjunction > > with the Freeze and Constraints commands. > > And since you can load multiple backdrop images (click in the Front > window, Load Backdrop, click in Side window, load different backdrop), > you could actually do a video capture of an actor/dancer using two video > cameras, one in front and one at the side. Each pair of images could be > loaded as separate backdrops in the Detail editor, allowing you to > manipulate your humanoid model in 3 dimensions; cheap 3-D motion capture! > @{" Thread 81" link IML-81} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-144 " MSG-144 Subject: Imagine 3.3 @toc contents Subject: Imagine 3.3 Date: Wednesday, 07 June 1995 12:47:02 From: Red Hawk ---------------------------------------------------------------------------- Hi!!!! I'm registered to imagine upgrades but I haven't got received the new version... I have only the 3.2 version!!!!!!!!!!!!!!!!! Perhaps someone has forget to send it .....HERE in ITALY !!!!! .......................................Flavio Ceruti.............. .---------------------------------------------------------. ! E-Mail: qua1397@cdc700.cdc.polimi.it __/// ! ! Amiga 4000/40 25Mhz 18Mb 2.0GbSCSI \XX/ ! | Home Page: ! ! http://cdc715_0.cdc.polimi.it/~qua1397/ ! `---------------------------------------------------------' @{" Thread 155" link IML-155} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-145 " MSG-145 Subject: Conformations @toc contents Subject: Conformations Date: Wednesday, 07 June 1995 15:27:58 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Granberg Tom > > Is it possible to conform a object to a spline/path in the stage/action > editor, without having to move it along the same path? I'm not sure if you want an object whose shape will not change over time, is that it? If so, you could conform the object along the path, then snapshot the object. The snapshot object can then be used instead, and can be given its own motion; however, its shape will already reflect the earlier path. If snapshot is not what you want, how about this: have object A conform to path P1; and have path P1 follow path P2. P2 is a mirror image of P1, obtained by scaling P1 by -1 in all 3 axes. If I'm right, the combined motions of P1 and P2 should cancel each other out, leaving object A in the same spot -- except, A's shape will change over time as it conforms to path P1. And if you want A to move along a totally unrelated path, say P3, then have P2 follow P3. All dependents of P2 (P1, A) will inherit this motion. Does this help, or am I totally off the mark? @{" Thread 152" link IML-152} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-146 " MSG-146 Subject: Imagine 3.3 @toc contents Subject: Imagine 3.3 Date: Wednesday, 07 June 1995 15:30:21 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Red Hawk > > I'm registered to imagine upgrades but I haven't got received the new > version... > > I have only the 3.2 version!!!!!!!!!!!!!!!!! > > Perhaps someone has forget to send it .....HERE in ITALY !!!!! If it's any help, I don't have it either, and I'm in Canada. @{" Thread 144" link IML-144} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-147 " MSG-147 Subject: Re: SWapCRF, SOLID @toc contents Subject: Re: SWapCRF, SOLID Date: Wednesday, 07 June 1995 15:42:24 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- > Did anyone develop a PD texture which has the same effect? (Reminder: > Solid applies a single color to an entire object, useful when added to > the parent of an entire group with "Apply to children" activated. It also > has a fade parameter, to control the intensity of the color; 0.5 means > the color is applied at 50% strength, leaving the other 50% whatever was > already on the object) I can write them. Shouldn't be too hard. What does SwapCRF do exactly? @{" Thread 93" link IML-93} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-148 " MSG-148 Subject: A descent fog texture @toc contents Subject: A descent fog texture Date: Wednesday, 07 June 1995 15:43:36 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Murray L. Crane > > Is there a descent fog texture for either platform (or both preferably) > that will do natural looking fog that diminishes in density from the axis. Ummm, can you clarify that a bit? Do you mean fog that will thin out depending on the absolute distance to the object axis, i.e. similar to Imagine's "Radial" texture? This can sometimes be simulated by working on the actual shape of the object, for example: - Add a primitive cone, radius = 500, height = 50. - Rotate it so the apex (technical term for "pointy end" B^) looks straight at the camera. You also want the object's Y axis to look straight at the camera. - Add fog attributes, with a fog length giving you the desired amount of opacity when object depth = 50. What you get is an object that has its maximum depth in the middle; that depth diminishes smoothly until it reaches 0 at the object's outer edge. If you loaded that object in Stage and tracked it to the camera, you might get the effect you want. Problems will occur if, when the object rotates to follow the camera, parts of it which were behind/in front of other objects, now fall in front/behind. You'll need a nice, large empty area in which to place your fog cone. This was just off the top of my head. If you need something different, please give me some feedback and we can work to make it better. @{" Thread 230" link IML-230} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-149 " MSG-149 Subject: ST:tng shield @toc contents Subject: ST:tng shield Date: Wednesday, 07 June 1995 16:11:14 From: Michael Hazlett ---------------------------------------------------------------------------- Ok Rick here is how to make a ST:tng shield using Imagine without SwapCRF and SOLID. First off I got the main part from Charles Blaquiere so... THANKS Charles :) What it will do is simulate a PHASER hitting the front and that portion of the shield will show nothing else (Just like on TV:) - Create a Primative sphere Scale it to envelop your Starship - Give it a color of 0,0,0 and click on Bright. also make it a fog object ie: with a length of 50.00. (I made it black because you said you don't have SwapCRF and SOLID) Add the Bandturb texture. - Edit the texture as follows: 1st column 0, 20, 30, 20, 10, 5, 4, 0.4 2nd column: 0.4, 0.4, 0, 0, 255, 0, 0, 0. Axis position: 81, 0, -0.9. (The main difference is that the colour you put on the texture is the colour of the shield, usually green :) - States/Create START, click Textures/Brushes on. - Change the texture: Time to 1 Fade to 1 Axis Position: 67, 0 -0.9 - States/Create END. -In the Action editor morph from START to END over how many frames you like. And just reverse the states to dissipate the shield. You'll see an energy blast hit the front (or wherever) of the shield flare up (and if you want) dissipate. And you can change how transparent the shield is by changing the fog length :) Any problems give me a yell. :) Have fun. MH @{" Thread 562" link IML-562} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-150 " MSG-150 Subject: PC's and Video output. @toc contents Subject: PC's and Video output. Date: Wednesday, 07 June 1995 17:54:48 From: surentrr@vax.sbu.ac.uk ---------------------------------------------------------------------------- Hi everyone , I have a question for you . I need a video card for my PC which can do the following : Overlay Computer graphics and anims onto Video Save to video. I am thinking of buying the Movie Machine Pro buy Fast (was 499 pounds but now is selling for 299 pounds). It seems to have some great features at an acceptable price. Does anyone out there have and /or used it ? Fast have also recently released a Top Line card called The Movie Machine 2 (retails at 499 pounds) and is similar in spec to afore mentioned card *with* the addition of S-VHS in/out and some other features. What Genlocks do you Graphic Guru's Use on PC's Money is the big factor as am only Dabbling and not using for companys and such Thanks . Ramesh Suren (Excuse my english, there is a gremlin in this Quay-board) @{" Thread 182" link IML-182} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-151 " MSG-151 Subject: A descent fog texture @toc contents Subject: A descent fog texture Date: Wednesday, 07 June 1995 18:09:39 From: "Murray L. Crane" ---------------------------------------------------------------------------- Hi all, Is there a descent fog texture for either platform (or both preferably) that will do natural looking fog that diminishes in density from the axis. Thankings in advance... Cheerio, Murray. +-------------- | Murray L. Crane - sis2471@sis.port.ac.uk (until July '95) | netwalker@buddahs.demon.co.uk (after July '95) +-------------- | The Inedible Buddahs | Bashing it out in Imagine for all the Universe to see +-------------- @{" Thread 148" link IML-148} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-152 " MSG-152 Subject: Re: Conformations @toc contents Subject: Re: Conformations Date: Wednesday, 07 June 1995 18:13:22 From: Ian Smith ---------------------------------------------------------------------------- On Wed, 7 Jun 1995, Charles Blaquiere wrote: > I'm not sure if you want an object whose shape will not change over > time, is that it? If so, you could conform the object along the path, > then snapshot the object. The snapshot object can then be used instead, > and can be given its own motion; however, its shape will already reflect > the earlier path. I had a similar problem. I wanted to conform a group of obects to a path, but I wanted it seamles.. one end to meet the other. So I got the path length, and made my object that size. The problem came in when I wanted to morph my path to another, and the length changed. I was really wishing for a Conform Path To Length With Stretch command. Another case where macros/ARexx would come in handy to do this auto- maticly. I did solve the problem, but it was a hack! What I wanted was a bunch of planes flying in a complex path, with the path changing size and shape. I ended up setting up the entire animation and only using one plane. After I had the motion right I decided how many planes I wanted, and used ISL to conver the staging to a text file. I then hacked up a quick script to copy the plane object, shifting it over the desired number of frames. When I was done, I had the correct number of plans flying along the path, and they would get closer together and further apart as the path length changed. It would be easier with render-time macros though... -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 379" link IML-379} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-153 " MSG-153 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Wednesday, 07 June 1995 18:18:09 From: Ian Smith ---------------------------------------------------------------------------- On Tue, 6 Jun 1995, Mike McCool wrote: > But did I understand you correctly: the RGB converter yields a better > looking DCTV output than the above setup? I assume there's some > advantage to using it, or why buy one--but I guess I'm lame on exactly > what the advantage is. If it looks better, there you have it. I think the main draw of the device (other than not needing a switch on your monitor anymore) was that with RGB output you could use the DCTV with a genlock. It genlocked using the luma value. There was a little knob on it to adjust how close to black a color could be and still be genlocked. ALways wanted one, but it was almost as much as the DCTV itself. I have an EGS board now, but the DCTV is still great for displaying animations! A 640x200 screen with 3 bitplanes looks much nicer than a 320x200 by 256 color screen, and is smaller too. At least on raytraced images where you need a LOT of colors. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 98" link IML-98} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-154 " MSG-154 Subject: Snappy @toc contents Subject: Snappy Date: Wednesday, 07 June 1995 20:55:00 From: tongorad@lava.net (Brian T. McGraw) ---------------------------------------------------------------------------- All this talk of using DCTV to digitize backdrops and such for Imagine has got me to thinking about a device I saw mentioned in an issue of Digital Video magazine. The thing is called Snappy (I think) and is being produced by a company called Play. Snappy is supposed to be a device that hooks up to an IBM compatible PC and lets you digitize video up to some ridiculously high resolution (much higher than actual video, if that is possible). Anyway, does anyone know if this thing is out yet and how well does it function? Also, I think Play consists of some former Newtek people and the former Digital Creations (makers of DCTV). If I am right about this, does that mean that Snappy is basically DCTV for IBM compatible PCs? Any and all answers will be appreciated. Thanks, Brian @{" Thread 461" link IML-461} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-155 " MSG-155 Subject: Re: Imagine 3.3 @toc contents Subject: Re: Imagine 3.3 Date: Wednesday, 07 June 1995 22:37:16 From: Broctune@aol.com ---------------------------------------------------------------------------- IF it is any consellation I live in the US and still haven't received mine. @{" Thread 175" link IML-175} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-156 " MSG-156 Subject: Video mail lists @toc contents Subject: Video mail lists Date: Wednesday, 07 June 1995 22:46:14 From: gareth.qually@tinder.iaccess.za (Gareth Qually) ---------------------------------------------------------------------------- Does any one know of any video related mail lists or user groups. I would be most grateful for any help here. Thanks... Chow... gareth.qually@tinderbox.iaccess.za @{" Thread 488" link IML-488} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-157 " MSG-157 Subject: Space Ship Textures @toc contents Subject: Space Ship Textures Date: Wednesday, 07 June 1995 23:09:08 From: Richard Heidebrecht ---------------------------------------------------------------------------- Hi all! I've been struggiling with the problem of getting a decent looking texture for a space ship. I only have Imagine _2.0_ (haven't upgraded yet, still saving up the cash) so this rules out a lot of textures that the rest of you take for granted. I much prefer to use a procedural texture instead of an image map because I only have 8 megs of ram(that's the next thing on the upgrade list). Right now I'm playing with a light grey object with the checks2 texture applied several times over, with the texture set transparent enough so that you can see squares of a different size underneath, making it look less uniform. Alas, it still lacks the realism I'm looking for. Any help is much appreciated. Rick @{" Thread 316" link IML-316} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-158 " MSG-158 Subject: RE:ROTOSCOPING @toc contents Subject: RE:ROTOSCOPING Date: Wednesday, 07 June 1995 23:48:18 From: Kent Marshall Worley ---------------------------------------------------------------------------- On 6 Jun 1995, Granberg Tom wrote: > background as the resolution I'm going to render in, was interesting. I think > that this could maybe work, but I can see a possible problem with this > idea (unless you have tried it, and I know it's a bit early to give critic on a > tip I havent tried yet, but here goes!). Imagine's windows are not the correct > aspect ratio compared with most image sizes, that are mostly in 1.3 to 1, or 8 > to 6, so if imagine doesnt crop the background picture in x, you would acctual y > work in a x scaled picture, then your alignment of objects and the like, would nt > fit when you render it. > > tom.granberg@tv2.no > I have found this to be a pain in the ass the other night. I saved a brush map and loaded it in the spline editor and made a great object out of it. I extrude it and map the brush on the object and it does not fit. It seems imagine loads images into the spline editor so they will fill the editor screen. This is bad! The brush map images need/must be loaded in at the aspect ratio and pixel ratio that they are. With the ability to modify imagines screen size this should not be a problem. mumu @{" Thread 263" link IML-263} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-159 " MSG-159 Subject: Prefs @toc contents Subject: Prefs Date: Thursday, 08 June 1995 00:42:36 From: animlogo@login.dknet.dk (Kent Rise Hansen) ---------------------------------------------------------------------------- Hi all you imagine-experts ! Does anybody know how to change the basic name from PICxxxx to PIC.xxxx or aaa.xxxx (notice the period) when saving generated pictures. There must be a smarter way to this than manual work with DirOpus. I`ve tried to change names in the path requester in project editor and in prefs as well. I`m new in IML and it is difficult to catch up with just reading the stuff. So finally after 1 1/2 month I feel like throwing a question in to the arena... :-) Regards Kent @{" Thread 187" link IML-187} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-160 " MSG-160 Subject: Particle/memory problem?(95 lines long) @toc contents Subject: Particle/memory problem?(95 lines long) Date: Thursday, 08 June 1995 01:09:07 From: David Nix ---------------------------------------------------------------------------- Imagineers- I recently ran into a strange quirk while doing something slightly off the wall with ver.3.2 and hoped one of you guru's might have a guess. Admittedly, this is pushing imagine a bit, but ... here goes. I created a really cool particle animation where I mapped a 24bit IFF to a very dense sphere and particlized it. If you ever saw the film "The Lawnmower Man", you know exactly what this looks like. Over 30 frames the sphere "blows" away in a flurry of tiny spheres, with the correct segment of the image mapped to each particle as they swarm off. Here are the specifics: The image map is a 544x332 24bit IFF from a grabbed frame of video. Yes, I know its big. The sphere is really dense, 1106 points,3312 edges,and 2208 faces. I believe it was a 36x24 primitive. It is "particlized" into spheres set to a radius of 2. The random factor was 314. The image (a friends face) was mapped with a spherical map and saved as both a default and named state with the texture and map option checked and the lockstate requestor in the attributes set to the named state(ie... BALL.ONE) and then saved into the object file. The map stays in the right place throughout the whole animation. Now here's where it gets sticky... In order to get the particles dense enough so that I didnt have holes inbetween each particle sphere (ie... so that my photo was recognisable and did'nt look like swiss cheese), I made two more spheres exactly like the first but scaled smaller and oriented slightly differently to fill the gaps and placed them inside the first one. One sphere (made up of tiny spheres) inside another inside another... I loaded this into the stage editor, set up the lights, did the r/amiga 7, 8, &9 to establish the position and scaling data and saved my changes. Went to the action editor and applied the particle effect to all three spheres so that it seems as if a wind force blows them all away. I did several test renders (allways raytracing to see true CSG sphere particles) and everything looked fine. Set it off to render overnight. So whats the problem, you ask? Frames 28 and 29 are cropped along the left side and the top edge. They refuse to render any other way. The image output file is 736x467 24bit IFF. These frames do not contain the greatest density of swirling particles, nor does my world size excede 1000x1000x1000 imagine units. Frame 27 looks perfect as does frame 30... I'm stumped. The bad frames look like they had been rendered with the set zone function set to exclude anything in a inch wide band along the top and side. I'm using the newly discovered subdivision and EDLE settings and the new anti-alias settings that some kind soul posted here about a week ago, and they seem to work great. In addition, I'm running all this mess on an A4000 with a 28mhz warpengine and 18 megs of ram. I know this is a huge density of particles, but why choke on these frames if they dont have the greatest amount of particles in them? Frame 18 or so has a whole lot more particles visible in it. (rough guess, a total of 6624 particles in all, one for each face). Any guesses would be welcome... BTW, it still looks absolutely amazing - I just deleted the two offending frames. Thanks in advance- Dave Nix PS - Scanline refuses to even load in the initialization stage for these frames and gives an insufficent ram for objects warning and chokes. @{" Thread 228" link IML-228} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-161 " MSG-161 Subject: Re: Prefs @toc contents Subject: Re: Prefs Date: Thursday, 08 June 1995 01:25:09 From: Lumbient@aol.com ---------------------------------------------------------------------------- Hmmmm, I wrote a utility that would do exactly that!!! Catch: its only for the PC.... Rise your hands you PC Imagineers if you want it!!!! ----Lumbient @{" Thread 170" link IML-170} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-162 " MSG-162 Subject: RE: Lighting Calculations @toc contents Subject: RE: Lighting Calculations Date: Thursday, 08 June 1995 03:31:27 From: Torgeir Holm ---------------------------------------------------------------------------- On 06-Jun-95 13:42:00, DSS wrote: >Conny wrote: >>> Thats because every point on the surface has its normal parallel(damn >>> that spelled? :) to the incoming light rays. >>One "r" and two "l"s, PARALLELL :-) > Is this how parallel is spelled in Sweden??? ;-) At least that's how it's *spelt* in Norway :) Torge!r @{" Thread 130" link IML-130} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-163 " MSG-163 Subject: Atmosphere @toc contents Subject: Atmosphere Date: Thursday, 08 June 1995 05:48:36 From: Tony_Bernauer@comlink.mpx.com.au (Tony Bernauer) ---------------------------------------------------------------------------- Hello all, 2 questions, 1/ Can anyone suggest a way of creating something that looks like atmosphere around a planet ? I've tried making a sphere slightly bigger than the planet and making it a fog object. This looked Ok when I quickrendered it but .... in scanline the fog wasn't their. 2/ When I generate still frames in a project they are 24 bit but if I get Imagine to create an animation from them they get changed to 8 bit? Thanks, Tony -- Via DLG Pro v1.0 @{" Thread 189" link IML-189} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-164 " MSG-164 Subject: FLC resolution @toc contents Subject: FLC resolution Date: Thursday, 08 June 1995 07:50:49 From: garyd@pinn.nacjack.gen.nz (Gary Dierking) ---------------------------------------------------------------------------- I'm using Imagine 3.0 on a PC and can't seem to produce an FLC animation with resolution greater than 320X200. The stills come out any size I want, but when I make an animation, I only get the center 320X200 section of the image. I have the feeling that I'm missing something very obvious but I don't know what it is. @{" Thread 199" link IML-199} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-165 " MSG-165 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Thursday, 08 June 1995 09:58:35 From: Ayalon Hermony ---------------------------------------------------------------------------- On Tue, 6 Jun 1995, Mike McCool wrote: [del some...] > But did I understand you correctly:the RGB converter yields a better > looking DCTV output than the above setup?I assume there's some > advantage to using it, or why buy one--but I guess I'm lame on exactly > what the advantage is.If it looks better, there you have it. > Thanks to all for the tips about digitizing. The RGB Converter let you use analog RGB output. In other words, you use your 1084 monitor, with the 23 pins RGB conector, like your A500. And because you don't use composite video, it's better. Put the same pic for viewing with your A500 RGB, and then watch it through the DCTV, you'll see what I mean. I wrote that I use the RGB Converter with 1950 monitor. It's an A3000 monitor, it has no composite video input, only analog RGB. The A3000 has a great feature, it has built in uninterlace circut, and two output. One 15Khz ordinary Amiga RGB output, and because it's a multisync monitor ( the 1950) you have another output (15 pin) so you can use any SuperVGA monitor, and have HiRes (736x566 DCTV) with no flicker at all. I don't know if you need the RGB Converter. Its advantage is for HiRes painting in RGB mode, for fine details. If you have A500 without any noninterlace add on, you'll get flickers HiRes screens. Its a different flicker you get from composite video, although, you can avoid both with the same 'tricks' (don't paint one pixel horiz lines, avoid high contrast) Sorry for moving away from Imagine topics, but for me, it's part of doing animations and testing them by recording to vcr. Altough I can play up to 5 parts of 3D anims made with Imagine, up to 45 seconds of 3bit 736x566 DCTV at one time, you need a vcr to test longer attached anims. How do you come back from 3D ? Ayalon M. Hermony, Internet: ila2024@datasrv.co.il @{" Thread 153" link IML-153} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-166 " MSG-166 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Thursday, 08 June 1995 10:11:44 From: Ayalon Hermony ---------------------------------------------------------------------------- On Wed, 7 Jun 1995, Ian Smith wrote: [del some...] > I have an EGS board now, but the DCTV is still great > for displaying animations!A 640x200 screen with 3 bitplanes looks > much nicer than a 320x200 by 256 color screen, and is smaller too. > At least on raytraced images where you need a LOT of colors. > Hello, If you'll go to video, you can record 640x200 all right, but if you plan to edit it, it's better to record interlace 640x400 (736x566 DCTV) pro vcr prefer it, and consumer vcrs don't care much about it. Or, make your 640x200 interlace as well, unless you realy need to save disk space or ram. Ignore all the above, if you do it only for home testing your anims. How do you come back from 3D ? Ayalon M. Hermony, Internet: ila2024@datasrv.co.il @{" Thread 165" link IML-165} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-167 " MSG-167 Subject: Re: Snappy @toc contents Subject: Re: Snappy Date: Thursday, 08 June 1995 10:34:33 From: Mike McCool ---------------------------------------------------------------------------- Hey Brain,--woops, I mean Brian. (There's once when my stumbling dyslexia did someone a favor instead of insulting them). You probably got the same message as I did, yesterday, but someone (excuse my stumbling memory-loss) posted us a note about this very animal. Mentioned that it is indeed available, for under 200 dollars, and is already some kind of monumental bestseller, as could easily be understood. @{" Thread 213" link IML-213} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-168 " MSG-168 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Thursday, 08 June 1995 10:42:27 From: Mike McCool ---------------------------------------------------------------------------- Well, I'm no pc'er, but from what I understand, 320 x 200 is it. I've been converting anims for a pc friend who wants some of my amiga things for a project he's working on, and this was the first thing I had to do: convert everything to 320 x 200, 256 colors. FLI has the same resolution restrictions. It kind of reminds of the difference between a rooster and a capon. @{" Thread 338" link IML-338} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-169 " MSG-169 Subject: RE:FLC resolution @toc contents Subject: RE:FLC resolution Date: Thursday, 08 June 1995 10:49:59 From: Mike McCool ---------------------------------------------------------------------------- > On a similar note ,I'm using Imagine 2.0 pc and have problems with > FLCS produced by imagine (even 320x200 Fli's!). They don't seem > to be read in by other external progs. > What I do is produce the stills then compile them. Again, I'm no pc'er, but I had similar problems trying to get my straight iff/ilbm anims to work once converted to fli/c's. I was using Mainactor, which went about converted everything fine, but then either crashed or yielded a flc/fli anim that no pc'er could look out without trashing his viewer. Some kind soul suggested performing all the conversions on the original pix prior to feeding them into MainActor. So I did the sizing down to 320x200, and then fed the whole animal into ADPro and reduced the palette to 256 colors. The resulting anim was then loaded into MainActor, which then did the conversion to fli/flc and yielded which would play nicely on my friend's pc. I realize all of the above may be a waste of your time, but perhaps there's something in the link that will help you on the pc side. @{" Thread 233" link IML-233} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-170 " MSG-170 Subject: Re: Prefs @toc contents Subject: Re: Prefs Date: Thursday, 08 June 1995 10:59:17 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- Kent R Hansen wrote; > Does anybody know how to change the basic name > from PICxxxx to PIC.xxxx or aaa.xxxx (notice the > period) when saving generated pictures. There must > be a smarter way to this than manual work with > DirOpus. There a a couple of renaming utilities on Aminet ...sorry, don't remember their names. Just search for "renam" in the index. *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 215" link IML-215} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-171 " MSG-171 Subject: Easy MPEG @toc contents Subject: Easy MPEG Date: Thursday, 08 June 1995 11:45:45 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- I know that this was discussed some weeks ago but, being as smart as I am ;= ) I never saved any of the messages. So, here we go again... When using 'easy_mpeg' to make an mpeg animation on the Amiga my machine crashes after 5 frames. Why? And how do I prevent it? *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 181" link IML-181} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-172 " MSG-172 Subject: Re: DXF to Imagine @toc contents Subject: Re: DXF to Imagine Date: Thursday, 08 June 1995 12:00:15 From: Dave Rhodes ---------------------------------------------------------------------------- Hi Mike, (and the rest...) > I for one am on the lookout for skull objects, and would love to > have a crack at it. I own PixelPro3d, so if we're talking amiga, rather ^^^^^ Ouch! Maybe 3.3 will have an Un-Skin feature, then all you'll have to do is make a head. . This _Real world_ vs Imagine technique concept reminds me of a few posts a while back on the subject of glasses with liquids in, in particular the idea that they should be darker in the middle, and lighter at the edges. Now is it just my eyes, or is it true that liquids DON'T do this at all? I've done quite a few projects with beer glasses in, and I tried to make them look _real_ with the tips given on here, until I actually went to the trouble of going to the pub to do some err..research (ahem).. Now (after much study) , I've decided that I was on the wrong track. Maybe it's to do with the refraction, but it sure looks the same right across the width of the glass to me....Even before I drink any... Maybe some professor of beer density will shoot me down in flames on this, but surely it's what our eyes see that we should be striving to re-create. Anyone else agree ? Anyone got any ideas on how I can do the head (foam) on the beer ? mine looks a bit like lumpy custard.. (.. now that's something you don't type every day) > Alas, poor Zorick). I didn't know him at all, Horatio. -- ~===========================================================================~ Dave Rhodes - dave@darhodes.demon.co.uk - Yorkshire - England - --------------------------------------------------------------------------- @{" Thread 171" link IML-171} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-173 " MSG-173 Subject: :-( @toc contents Subject: :-( Date: Thursday, 08 June 1995 12:55:16 From: Fernando Pena D'Andrea ---------------------------------------------------------------------------- Hi, Imagineers. I'm writting to talk about some objects and pictures which I had promissed. I had my account disk space reduced drastically, so will be hard to send it. Sorry :-( . If the volume of large messages (and in some cases, messages of all sizes which are completely useless...). Some people may be with the same trouble too :-( That is all, folks. Fernando D'Andrea, email: dandrea@aton.inf.ufrgs.br************************* ******** Fernando Pena D'Andrea. E-Mail: dandrea@aton.inf.ufrgs.br ********************************* @{" Thread 106" link IML-106} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-174 " MSG-174 Subject: Re: A descent fog texture @toc contents Subject: Re: A descent fog texture Date: Thursday, 08 June 1995 13:04:38 From: sauvp@citi.doc.ca (Patrick Sauvageau) ---------------------------------------------------------------------------- "Murray L. Crane" : >What I'm after is doing realistic looking ground cover fog with an >extruded plain sitting on a ground, to give the scene a spooky gothic >horror sytle of effect... The fog density in an ordinary fog lengthed >plane doesn't diminish with height, and consequently it just looks like a >'cube' of single density fog on the ground. If there is a texture on PC >and Amiga (version 3+ on both machines) that will do this, I would be >most grateful for an address to get it or a copy therein. Alternatively, >any hints on how to make a plane of fog that diminishes with height would >be appreciated. I think that you can achive the effect you want by using the "Ghost" texture. It will reduce the density of the fog as the angle of incidence between the camera and the surface of the fog decrease. So if you create a layer of "horror movie fog" (TM G. Romero :-)), your fog will have it's full density direcly under the camera and it will vanish as it go toward the horizon. If I remember correctly, the "nebula" texture do the same thing, but it add some disturbances to the cloud. Remember that in Imagine, the fog is not an object full of fog; it's only a level of transparency applied on THE SURFACE of an object. This level is determined by the distance the "vision line" travel before encoutering another fog surface. Fog do not exist inside a fog object; only on it's surface. Good luck and keep us informed of your results.. ----- Patrick Sauvageau (sauvp@citi.doc.ca) @{" Thread 508" link IML-508} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-175 " MSG-175 Subject: Imagine and VMM @toc contents Subject: Imagine and VMM Date: Thursday, 08 June 1995 13:08:16 From: H.KUECK@aigm.westfalen.de (Hendrik Kueck) ---------------------------------------------------------------------------- Hi, I use an Amiga 1200 with 6 MB, Imagine 3.0 and VMM3.0. My poblem with VMM and Imagine is, that if I enable virtual memory, Imagine consumes more virtual memory than necessary. I rendered a scene, which I thought was a little too big to render with 6 MB. So I used VMM. Imagine used all the virtual memory available. After 4 hours rendering I stopped it because I thought VMM would kill my harddrive. The picture was at 50%. After that I tried to render without virtual memory and it worked. The picture was rendered in 40 minutes. I would like to setup Imagine and VMM, that Imagine uses the normal memory first before using virtual memory, because now it uses fast memory first after that virtual memory and at last it uses the chip memory. In addition I want Imagine not to use any more memory than absolut neccesary if I use VMM. Does annyone know how to achieve this? Bye, Hendrik @{" Thread 186" link IML-186} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-176 " MSG-176 Subject: Re: A descent fog texture @toc contents Subject: Re: A descent fog texture Date: Thursday, 08 June 1995 13:09:31 From: "Murray L. Crane" ---------------------------------------------------------------------------- On Wed, 7 Jun 1995, Charles Blaquiere wrote: > Ummm, can you clarify that a bit? Do you mean fog that will thin out > depending on the absolute distance to the object axis, i.e. similar to > Imagine's "Radial" texture? This can sometimes be simulated by working > on the actual shape of the object, for example: [snip] Sure I'll clarify... (having read what I wrote it could do with clarifying...) What I'm after is doing realistic looking ground cover fog with an extruded plain sitting on a ground, to give the scene a spooky gothic horror sytle of effect... The fog density in an ordinary fog lengthed plane doesn't diminish with height, and consequently it just looks like a 'cube' of single density fog on the ground. If there is a texture on PC and Amiga (version 3+ on both machines) that will do this, I would be most grateful for an address to get it or a copy therein. Alternatively, any hints on how to make a plane of fog that diminishes with height would be appreciated. Cheerio, Murray. +-------------- | Murray L. Crane - sis2471@sis.port.ac.uk (until July '95) | netwalker@buddahs.demon.co.uk (after July '95) +-------------- | The Inedible Buddahs | Bashing it out in Imagine 3.2 for all the Universe to see +-------------- @{" Thread 174" link IML-174} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-177 " MSG-177 Subject: Need help with effect @toc contents Subject: Need help with effect Date: Thursday, 08 June 1995 13:33:04 From: H.KUECK@aigm.westfalen.de (Hendrik Kueck) ---------------------------------------------------------------------------- Hi, what I want to do is an animation, in which particles fly out of a megaphone and form an word, which moves away from the megaphone. It should be a kind of a reverse animated implosion. I played around with the explosion and the particle effect but did not get the result I want. If someone can help me with this effect, please write me a mail. Bye, Hendrik @{" Thread 227" link IML-227} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-178 " MSG-178 Subject: Is it worth it? @toc contents Subject: Is it worth it? Date: Thursday, 08 June 1995 14:52:05 From: jkee@motown.ge.com ---------------------------------------------------------------------------- Is it really worth it to upgrade from 2.0 on the PC? Opinions are wanted, I'm contemplating the upgrade and want to know if the newer versions are worth the $300 plus the extra $100 to get to the newest version. Jon jkee@motown.ge.com Lockheed Martin Government Electronics Systems Division Moorestown, New Jersey ________________________________________________________ Written laws are like spiders' webs and will, like them, only entangle and hold the poor and weak while the rich and powerful easily break through them. Anacharcis, Scythian philosopher, 600 B.C. ________________________________________________________ Banking was conceived in iniquity and born in sin. Bankers own the earth. Take it away from them, but leave them the power to create money, and with the flick of a pen, they will create enough money to buy it back again and again. Josiah Stamp, Former Presidnet, Bank of England ________________________________________________________ @{" Thread 196" link IML-196} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-179 " MSG-179 Subject: RE:FLC resolution @toc contents Subject: RE:FLC resolution Date: Thursday, 08 June 1995 15:25:11 From: surentrr@vax.sbu.ac.uk ---------------------------------------------------------------------------- On a similar note ,I'm using Imagine 2.0 pc and have problems with FLCS produced by imagine (even 320x200 Fli's!). They don't seem to be read in by other external progs. What I do is produce the stills then compile them. @{" Thread 528" link IML-528} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-180 " MSG-180 Subject: Vista Pro not working ! @toc contents Subject: Vista Pro not working ! Date: Thursday, 08 June 1995 15:39:26 From: surentrr@vax.sbu.ac.uk ---------------------------------------------------------------------------- I have got the Vistapro CDROM from the cover of PCGUIDE, Most of the programs run except Vista-morph, has anyone out there found a fix to get it running ? Also for the first time ,This PC mag has an offer to purchase the full manual for a cover program( i.e. Vista Pro).They are charging 15 UK pounds. I wish When Imagine came out they had a similar offer ! What's the view on the Vista Manual ,is it worth buying for its discussion on advanced features? The version I'm talking about is Vista 3.0 CD. @{" Thread 194" link IML-194} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-181 " MSG-181 Subject: Re: Easy MPEG @toc contents Subject: Re: Easy MPEG Date: Thursday, 08 June 1995 15:55:25 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- Hi Conny, >I know that this was discussed some weeks ago but, being as smart as I am ;= >) I never saved any of the messages. So, here we go again... > >When using 'easy_mpeg' to make an mpeg animation on the Amiga my machine >crashes after 5 frames. Why? And how do I prevent it? Adjust your stacksize, or get the new version from Aminet. The author said he has fixed this error. Greetings Joop PS: If you don't want to save each and every message yourself, get the IMLarc* from Aminet. Either the text version, sorted on date or the AmigaGuide version which has 2 index pages one sorted on date and one sorted on thread. Start with message number one and keep pressing enter to see all threads/messages. @{" Thread 399" link IML-399} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-182 " MSG-182 Subject: Pix @toc contents Subject: Pix Date: Thursday, 08 June 1995 16:05:39 From: MCADOO ---------------------------------------------------------------------------- Where is a good site for graphics and pictures for the IBM. Not needed for animation. Trying out new color printer and pictures to try. Thanks for any assistance given. Direct from my keyboard to your screen mcadoo@vax.edinboro.edu @{" Thread 384" link IML-384} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-183 " MSG-183 Subject: Re: Particle/memory problem?(95 lines long) @toc contents Subject: Re: Particle/memory problem?(95 lines long) Date: Thursday, 08 June 1995 16:08:56 From: Roger Straub ---------------------------------------------------------------------------- On Thu, 8 Jun 1995, David Nix wrote: > Imagineers- > [snip] > > Dave Nix > > PS - Scanline refuses to even load in the initialization stage for these > frames and gives an insufficent ram for objects warning and chokes. > This is because if you render the sphere particle type in Scanline, it is treated as a primitive sphere, with faces. With 6624 spheres, you have a LOT of faces to render. This will exhaust the RAM on most PCs, not to mention on some low-end SGI machines. See ya, Roger @{" Thread 438" link IML-438} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-184 " MSG-184 Subject: Re: Amiga anims to PC? @toc contents Subject: Re: Amiga anims to PC? Date: Thursday, 08 June 1995 16:29:13 From: fev0197@comune.bologna.it (Roberto Naldi) ---------------------------------------------------------------------------- >Is there any way to convert Amiga anims to PC anims? > >Andrey Try MainActor on the Amiga, but don't expect gorgeous results when you start with an Ham (6-8) anim. Best wishes, Roberto Naldi @{" Thread 249" link IML-249} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-185 " MSG-185 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Thursday, 08 June 1995 17:56:03 From: Richard Heidebrecht ---------------------------------------------------------------------------- On Thu, 8 Jun 1995, Mike McCool wrote: > Well, I'm no pc'er, but from what I understand, 320 x 200 is it. I've > been converting anims for a pc friend who wants some of my amiga things > for a project he's working on, and this was the first thing I had to do: > convert everything to 320 x 200, 256 colors. FLI has the same resolution > restrictions. > > It kind of reminds of the difference between a rooster and a capon. > Well, I have the same problem with Imagine 2.0(pc). The stills come out fine, but if I compile them into an flc in Imagine it crops it off around the border. I do know that there are higher resolution flcs though. I've seen an flc animation of a shark (by Cyrus Lum, I think) which is just incredible, and it has a resolution of 640 x 480. Rick @{" Thread 191" link IML-191} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-186 " MSG-186 Subject: Re: Imagine and VMM @toc contents Subject: Re: Imagine and VMM Date: Thursday, 08 June 1995 19:49:38 From: Udo K Schuermann ---------------------------------------------------------------------------- > I rendered a scene, which I thought was a little too big to > render with 6 MB. So I used VMM. Imagine used all the virtual > memory available. After 4 hours rendering I stopped it because I > thought VMM would kill my harddrive. The picture was at 50%. > After that I tried to render without virtual memory and it > worked. The picture was rendered in 40 minutes. My experience is with GigaMem, a commercial VM package. I don't know how much of it applies to VMM, too, but here's my experience for what it's worth: 1. Give the VM software plenty of buffers. Basically you will have to treat it in a similar manner as disk buffers. Give it only 512K buffer space and it will thrash, trying to move potentially hundreds or thousands of pages of memory through a buffer-bottleneck. 2. GigaMem has cache memory, too, which I'm not sure how it is used. My thoughts are that it uses cache memory for various things that are never swapped out. I've rendered scenes that "ate" 17MB of VM and more, allocating 4MB of buffer space. A good rule of thumb is to assign buffers of 20%-30% the size of your VM partition. A 40MB partition used for VM should have between 8MB and 12MB of real memory for buffers. Any less and you run a much greater chance of thrashing. Of course, how far performance drops depends a great deal on how applications access your memory (i.e. jump madly about in random leaps for small chunks everywhere, or stay within small areas for long periods of time.) > I would like to setup Imagine and VMM, that Imagine uses the > normal memory first before using virtual memory, because now it > uses fast memory first after that virtual memory and at last it > uses the chip memory. In addition I want Imagine not to use any > more memory than absolut neccesary if I use VMM. Does annyone > know how to achieve this? Your best bet is to have Imagine use only VM, but assign plenty of buffer space to the VM software. You may be surprised that Imagine will render in a comparable amount of time, let's say 60 instead of 40 minutes. In your case, assign 2 or 3 MB to a 6 to 8MB VM partition. Anything else and you'll run an increased risk of thrashing. |._.|_ Udo Schuermann "The future's not what it used to be!" |(:)| ) walrus@wam.umd.edu -- Narn Ambassador G'Kar |_:_|/ http://www.wam.umd.edu/~walrus/ Babylon 5, "The Long Dark" @{" Thread 339" link IML-339} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-187 " MSG-187 Subject: Re: Prefs @toc contents Subject: Re: Prefs Date: Thursday, 08 June 1995 20:00:55 From: Lumbient@aol.com ---------------------------------------------------------------------------- Oppps, forgot to quote!!! The Utility will actually cut off the pic part of the file EX: PIC0001.tif becomes 0001.tif I'm, still working on making one the will cange the number to the extension...maybe I have that soon. EX2 PIC0001.tif becomes PIC.001 @{" Thread 211" link IML-211} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-188 " MSG-188 Subject: Re: A descent fog texture @toc contents Subject: Re: A descent fog texture Date: Thursday, 08 June 1995 20:55:31 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Murray L. Crane > > What I'm after is doing realistic looking ground cover fog with an > extruded plain sitting on a ground, to give the scene a spooky gothic > horror sytle of effect... The fog density in an ordinary fog lengthed > plane doesn't diminish with height, and consequently it just looks like a > 'cube' of single density fog on the ground. Ahh, I see. You want the same thing as countless Imagine users through the years: volumetric fog. Such a thing doesn't work in Imagine, where objects are defined only by their faces; their inside is just as empty as, well, Rush Limbaugh's heart. As with so many things in 3-D software, you can _simulate_ what you want through devious tricks. In this case, ditch the fog extruded plane. Add a flat horizontal plane, 0.01 units above the ground. Make it Bright, white, and add the FilNoiz2 texture. Make 2 out of the 3 RGB triplets 224,224,224 (i.e. almost, but not quite, transparent); leave the third triplet as 0,0,0. Render, and you'll see a flat, patchy fog covering the ground. If you Replicate this plane 4 times, with length = 0.001 and Z translate = 20, you'll get a 5-layer object. Since the FilNoiz2 texture is three-dimentional, each of the 5 plane layers will show a slightly different pattern of patches. Scale this object to encompass your entire scene and beyond, including behind the camera. You can now move it slowly in the X-Y plane, and morph the texture axis' Z-position, to create moving, morphing fog, with a visual depth. As long as your camera is placed above, say, Z=40, none of the 5 planes should look like a flat plane. You'll have to adjust the RSDP (Resolve Depth) Preferences parameter, since by default Imagine only calculates 3 levels of transparency. Are we getting closer to what you want? DISCLAIMER: This message hasn't been fully checked in Imagine. The effect may need some experimentation. The principle sounds sound. @{" Thread 176" link IML-176} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-189 " MSG-189 Subject: Atmosphere @toc contents Subject: Atmosphere Date: Thursday, 08 June 1995 20:57:17 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Tony Bernauer > > 1/ Can anyone suggest a way of creating something that looks like > atmosphere around a planet ? I've tried making a sphere slightly bigger > than the planet and making it a fog object. This looked Ok when I > quickrendered it but .... in scanline the fog wasn't their. Tony, which version of Imagine are you using? Some versions had a problem with transparency in scanline mode. You may not be doing anything wrong, Imagine might. @{" Thread 232" link IML-232} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-190 " MSG-190 Subject: Is it worth it? @toc contents Subject: Is it worth it? Date: Thursday, 08 June 1995 21:06:40 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: jkee@motown.ge.com > > Is it really worth it to upgrade from 2.0 on the PC? In one word, YES. In many words: - Perspective window adjustable in real-time; objects can be picked and moved using the perspective window; new "quick edges" to define a subset of edges which give you the basic shape of an object (just as fast as bounding box, but more descriptive) - About 100 textures now - Bones, to allow your object to smoothly deform by adjusting a few bones (empty axes). Textures/brushes can stretch as the skin does, too. - Particle objects (each triangular face is replaced with an entire other object); particle Action editor F/X, to animate such objects (exploding, bouncing particles, rain, wind...) - Tons of deformation functions such as Twist, Pinch, Shear... Freeform deformation tool (use one object to deform another); Applique, which uses the greyscale value of a bitmap to deform an object (e.g. primitive plane becomes mountain range in one operation) - States: each object file can now include multiple poses (sitting, standing up). In Stage or Action, morph from one state to another. Depending on the information you need/don't need for each state, combined file may be much smaller than previous "separate object files" method. And on and on and on... I'll let others add their favorite features. @{" Thread 178" link IML-178} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-191 " MSG-191 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Friday, 09 June 1995 01:33:58 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >I'm using Imagine 3.0 on a PC and can't seem to produce an FLC >animation with resolution greater than 320X200. The stills >come out any size I want, but when I make an animation, I >only get the center 320X200 section of the image. I have the >feeling that I'm missing something very obvious but I don't >know what it is. I believe the problem is what resolution Imagine is capable of displaying on your system. At the first screen check the available video modes. If all you have is standard VGA available, that's what'll happen! If you know that your video card is capable of much more than that, you need to load a VESA driver before you load Imagine. If none came with your card, you should look for UNIVESA. That's what I'm using and it works great! --------------------------------- Fred Aderhold fredster@cyberport.net "Hark, what wind through yonder sphincter breaks?" --------------------------------- @{" Thread 221" link IML-221} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-192 " MSG-192 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Friday, 09 June 1995 01:34:03 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >Well, I'm no pc'er, but from what I understand, 320 x 200 is it. I've >been converting anims for a pc friend who wants some of my amiga things >for a project he's working on, and this was the first thing I had to do: >convert everything to 320 x 200, 256 colors. FLI has the same resolution >restrictions. > >It kind of reminds of the difference between a rooster and a capon. > Actually, an FLC can be any size with 256 colors, and an FLI can only be 320x200. The only other difference (I think) is that flc's use a different compression method so the file size tends to be a bit smaller... --------------------------------- Fred Aderhold fredster@cyberport.net "Hark, what wind through yonder sphincter breaks?" --------------------------------- @{" Thread 218" link IML-218} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-193 " MSG-193 Subject: Re: Is it worth it? @toc contents Subject: Re: Is it worth it? Date: Friday, 09 June 1995 01:34:06 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- > Is it really worth it to upgrade from 2.0 on the PC? > > Opinions are wanted, I'm contemplating the upgrade > and want to know if the newer versions are worth > the $300 plus the extra $100 to get to the newest > version. > > I played with 2.0 for about a month before upgrading to 3.0, etc. The answer is a resounding YES! You can't even do a spotlight with soft edges in 2.0! --------------------------------- Fred Aderhold fredster@cyberport.net "Hark, what wind through yonder sphincter breaks?" --------------------------------- @{" Thread 246" link IML-246} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-194 " MSG-194 Subject: Re: Vista Pro not working ! @toc contents Subject: Re: Vista Pro not working ! Date: Friday, 09 June 1995 01:34:08 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >I have got the Vistapro CDROM from the cover of PCGUIDE, >Most of the programs run except Vista-morph, has anyone out there found >a fix to get it running ? >Also for the first time ,This PC mag has an offer to purchase the full >manual for a cover program( i.e. Vista Pro).They are charging 15 UK pounds. >I wish When Imagine came out they had a similar offer ! >What's the view on the Vista Manual ,is it worth buying for its >discussion on advanced features? >The version I'm talking about is Vista 3.0 CD. The VistaPro manual is a fine example of how documentation should written. Well laid-out whith lots of exercises to demonstrate all the features. Do I understand that you got the full VistaPro CD for the price of a magazine? You bet I'd buy the manual! --------------------------------- Fred Aderhold fredster@cyberport.net "Hark, what wind through yonder sphincter breaks?" --------------------------------- @{" Thread 207" link IML-207} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-195 " MSG-195 Subject: RE:FLC resolution @toc contents Subject: RE:FLC resolution Date: Friday, 09 June 1995 01:35:09 From: Ted Stethem ---------------------------------------------------------------------------- The problem in MainActor and its FLC format was recognized as a bug and a bugfix plus some enhancements are available on aminet. Going over old territory, but .FLI is an older animation format for PC's and generally set to 320x200. .FLC is newer and capable of 640x480x256 color. I think .FLC can even come in 24-bit. The problem of trying to go straight from a HAM6 animation to a .FLC is that HAM is a 4096 color, special interlace format. So, if you try to go from 4096 to 256 colors, without using an intelligent image processing program, then you just get a basically random dithering effect which results in an image that looks like crap. I think it has also been acknowledged that the .FLI format in ImaginePC V2.0 was less than standard. There is even some mention of this in DTA (Dave's Targa Animator). Don't know if the format has since been more standardized in later versions of Imagine. On Thu, 8 Jun 1995, Mike McCool wrote: > > > On a similar note ,I'm using Imagine 2.0 pc and have problems with > > FLCS produced by imagine (even 320x200 Fli's!). They don't seem > > to be read in by other external progs. > > What I do is produce the stills then compile them. > > Again, I'm no pc'er, but I had similar problems trying to get my straight > iff/ilbm anims to work once converted to fli/c's. I was using Mainactor, > which went about converted everything fine, but then either crashed or > yielded a flc/fli anim that no pc'er could look out without trashing his > viewer. > > Some kind soul suggested performing all the conversions on the original > pix prior to feeding them into MainActor. So I did the sizing down to > 320x200, and then fed the whole animal into ADPro and reduced the palette > to 256 colors. > > The resulting anim was then loaded into MainActor, which then did the > conversion to fli/flc and yielded which would play nicely on my friend's > pc. > > I realize all of the above may be a waste of your time, but perhaps > there's something in the link that will help you on the pc side. > @{" Thread 179" link IML-179} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-196 " MSG-196 Subject: Re: Is it worth it? @toc contents Subject: Re: Is it worth it? Date: Friday, 09 June 1995 01:44:10 From: gregory denby ---------------------------------------------------------------------------- jkee@motown.ge.com writes: >Is it really worth it to upgrade from 2.0 on the PC? > >...and want to knowif the newer versions are worth the > $300 plus the extra $100 to get the newest > version. The most recent Imagine Gazette I have (winter '95) lists the upgrade from PC v.2.0 to 3.0 as $100, plus another $100 for the constant upgrade program, which is now at 3.2 but should momentarily be at 3.3 or even 4.0 (I hope, I hope) From Amiga as a cross upgrade it is $300 to get up to the constant upgrade progam on the PC. Assuming you might be migrating to the PC, the increase in speed to a fast 486 or any 586 will pay off. As to the features you will get, they are well worth the $. "States" "Particles" "Spline Editor" great new textures and FX are well worth the cost, not to mention all the other smaller improvements and bug fixes. The cost of Imagine may seem a little steep compared to main steam apps like word processors and spreadsheets, but for an advanced 3d graphics package, its quite nice. My personal experience is that there is power for every dolllar spent, even if the presentation is not quite as "professional" as some other programs that aren't as multi featured. Greg Denby @{" Thread 200" link IML-200} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-197 " MSG-197 Subject: Re: Need help with effect @toc contents Subject: Re: Need help with effect Date: Friday, 09 June 1995 01:46:32 From: Ted Stethem ---------------------------------------------------------------------------- I did almost this exact thing for an animation I worked on awhile ago, planning to use it as a demo tape for my business. I have a cloud-swarm of particles coming from out of the distant background which begins to converge and then form the name logo. It looked pretty good but I never did anything with it. It would take me awhile to dig out the project but I think I can find the animation pretty quick. If you are interested, let me know. I could always upload the anim to aminet if you wanted to see what it looked like. Anyway, if I remember correctly, I just got my particle settings set the way I wanted and used the reverse timing setting. I cheated in a way in that when the particle cloud condensed, I morphed to the extruded name logo object un-particleized, because I couldn't get the particle logo object to appear quite right when it congealed. Un-particleized? Is that even a legitimate word?!! On Thu, 8 Jun 1995, Hendrik Kueck wrote: > Hi, > > what I want to do is an animation, in which particles fly out of > a megaphone and form an word, which moves away from the > megaphone. It should be a kind of a reverse animated implosion. > I played around with the explosion and the particle effect but > did not get the result I want. > If someone can help me with this effect, please write me a mail. > > Bye, > Hendrik > > > @{" Thread 460" link IML-460} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-198 " MSG-198 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Friday, 09 June 1995 02:41:32 From: Falko@aol.com ---------------------------------------------------------------------------- On 06/08/95 Gary wrote: >I'm using Imagine 3.0 on a PC and can't seem to produce an FLC >animation with resolution greater than 320X200. The stills >come out any size I want, but when I make an animation, I >only get the center 320X200 section of the image. I have the >feeling that I'm missing something very obvious but I don't >know what it is. Yeah. You gotta have a player that supports VESA display modes such as Dave's Flic Viewer (DFV) and a VESA driver or TSR for your video card such as UNIVBE 5.1. Without this your PC can only display the center 320x200x256 of the FLC that you created. The file is okay but the player is only showing part of it. Both of these programs are available on various Inet graphics sites and mirrors. Can't remember right now where I got mine. @#$%, gotta get myself that wetware ram upgrade with the new Ono Sendai mnemonic capacity doubler >:/ Falko Falko @{" Thread 315" link IML-315} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-199 " MSG-199 Subject: Re: FLC resolution - How to do it right!!! @toc contents Subject: Re: FLC resolution - How to do it right!!! Date: Friday, 09 June 1995 03:10:40 From: Falko@aol.com ---------------------------------------------------------------------------- To all who wish to create good looking fli's and flc's: First of all don't use Imagine's flc. It is rudimentary. You need Dave's Tools. These consist of Dave's Targa Animator (DTA), Dave's Flic Viewer (DFV), Dave's BuildSV AKA Dave's Self Viewer (BuildSV or DSV), Dave's Morph (dMorph). These tools are in my humble opinion the ultimate in animation creation on the PC. Better and faster than AVI or MPEG tools. MUCH!! Warning!! all except dMorph are command line only utilities. And you need a decent VESA driver such as UNIVESA. Don't confuse this with VESA local bus - thats the hardware standard. I'm talking about DOS video mode standards. DTA: Lets you create FLI/FLC/FLH/FLT files ranging from 320x200x8bit to 1280x1024x24bit depending on file format. DSV: Lets you convert FLI/FLC/FLH/FLT files to EXE's that play themselves. DFV: Lets you view FLI/FLC/FLH/FLT files. dMorph: Pretty much what it sounds like a two Image begining-ending morph to program. sorry haven't used it much. But there's more to it. UNIVESA: This is a universal VESA TSR/DRIVER which supports most of the video cards made and has new support added all the time. I would use it even if my card had VESA built into the bios. This is better. MUCH!! All these programs have far more features than I can possibly describe here! All the above programs are shareware and top-notch. If you like them and use them please register them with the author. They can be found on various PC graphics sites and mirrors about the net. Share this with a friend. Pass it around. Repost it if you like. Now GO ANIMATE!! Falko @{" Thread 198" link IML-198} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-200 " MSG-200 Subject: Re: Is it worth it? @toc contents Subject: Re: Is it worth it? Date: Friday, 09 June 1995 03:38:12 From: Valleyview@aol.com ---------------------------------------------------------------------------- I've never used "2" so I don't know what features it has. I started with "Lite" and "3" offered so many new features (states, cycles, more textures and effects) that it was definitly worth it. I also believe the upgrade features ( Improved bones, fixed bugs, texture previews?, metaballs?) make it worth it. To me the big question would be to upgrade to "3" now or wait for the Windows version, possibly this summer. I haven't heard anything about cost or upgrade cost for this. @{" Thread 193" link IML-193} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-201 " MSG-201 Subject: Mobius Strip Anim @toc contents Subject: Mobius Strip Anim Date: Friday, 09 June 1995 04:27:40 From: Torgeir Holm ---------------------------------------------------------------------------- On 06-Jun-95 21:20:56, Robert Byrne wrote: >I've been having a look at some more anims on Aminet. I remember seeing >some discussion of the Mobius Strip on a list somewhere and did'nt pay much >attention. >Check out gfx/anim/mobicogs.lha (HAM version 1.8 Meg) or mobicflc.lha (FLC >version 2.1 Meg), it's an Imagine V2.9 render of nine connected cogs in the >shape of a Mobius Strip. It is quite an interesting effect and very well >done, the author is Jason Jack. Yes, but can you spot the bug? Torge!r @{" Thread 324" link IML-324} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-202 " MSG-202 Subject: Conformations @toc contents Subject: Conformations Date: Friday, 09 June 1995 04:27:42 From: Torgeir Holm ---------------------------------------------------------------------------- On 07-Jun-95 14:27:58, Charles Blaquiere wrote: >I'm not sure if you want an object whose shape will not change over >time, is that it? If so, you could conform the object along the path, >then snapshot the object. The snapshot object can then be used instead, >and can be given its own motion; however, its shape will already reflect >the earlier path. > >If snapshot is not what you want, how about this: have object A conform >to path P1; and have path P1 follow path P2. P2 is a mirror image of P1, >obtained by scaling P1 by -1 in all 3 axes. If I'm right, the combined >motions of P1 and P2 should cancel each other out, leaving object A in >the same spot -- except, A's shape will change over time as it conforms >to path P1. >And if you want A to move along a totally unrelated path, say P3, then >have P2 follow P3. All dependents of P2 (P1, A) will inherit this motion. >Does this help, or am I totally off the mark? This sounds right to me. I've used this technique earlier to animate a candle flame, and it came out really good. Torge!r @{" Thread 145" link IML-145} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-203 " MSG-203 Subject: Imagine 3.3 @toc contents Subject: Imagine 3.3 Date: Friday, 09 June 1995 04:27:43 From: Torgeir Holm ---------------------------------------------------------------------------- On 07-Jun-95 11:47:02, Red Hawk wrote: >Hi!!!! >I'm registered to imagine upgrades but I haven't got received the new >version... > I have only the 3.2 version!!!!!!!!!!!!!!!!! >Perhaps someone has forget to send it .....HERE in ITALY !!!!! I wouldn't worry, since 3.2 *is* the latest version.... Torge!r @{" Thread 146" link IML-146} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-204 " MSG-204 Subject: Re: A descent fog texture @toc contents Subject: Re: A descent fog texture Date: Friday, 09 June 1995 05:07:32 From: Ian Smith ---------------------------------------------------------------------------- On Thu, 8 Jun 1995, Charles Blaquiere wrote: > [..SNIP..] > If you Replicate this plane 4 times, with length = 0.001 and Z translate > = 20, you'll get a 5-layer object. Since the FilNoiz2 texture is > three-dimentional, each of the 5 plane layers will show a slightly > different pattern of patches. Scale this object to encompass your entire > scene and beyond, including behind the camera. You can now move it slowly > in the X-Y plane, and morph the texture axis' Z-position, to create > moving, morphing fog, with a visual depth. As long as your camera is > placed above, say, Z=40, none of the 5 planes should look like a flat > plane. [..SNIP..] > DISCLAIMER: This message hasn't been fully checked in Imagine. The > effect may need some experimentation. The principle sounds sound. The only problem that I can think of is that Imagine treats fog objects like glass. As a ray travels through the scene, the first hit puts the ray into fog, the second takes it out.. the third would turn it back on, the fourth off, fifth on, ect... so you would have layers of fog. It should still LOOK right though I would suspect except where objects were placed in the fog.. they might show banding. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 188" link IML-188} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-205 " MSG-205 Subject: Scanline spheres vs. Trace spheres @toc contents Subject: Scanline spheres vs. Trace spheres Date: Friday, 09 June 1995 08:41:14 From: wirde@Fysik.UU.SE (Mikael Wirde) ---------------------------------------------------------------------------- Hi folks! I just read a message about particles and spheres rendered in Scanline as opposed to spheres in Trace mode. I have also noticed the fact that spheres are rendered as triangle objects in Scanline mode, so now I wonder why that is so. From what I have understood, true spheres are the fastest type of object any ray tracer can render (this is something Impulse mentions in their texts about Imagine as well), so why are they converted to slower objects in scanline, which I thought was meant to be a faster rendering method than Trace? Or did I get something wrong? PS In case anybody is interested in reading about ray tracing in general, I can recommend "Introduction to Ray Tracing", edited by A. Glassner. (But most of you have probably already read it) -------------------------------------------------------------------------- Mikael Wirde Mail: Box 530 Dept. of Physics Deliveries: Villavaegen 4B University of Uppsala Visitors: Thunbergsvaegen 7 Phone: +46 18 - 18 36 03 S-751 21 UPPSALA Fax: +46 18 - 18 36 11 SWEDEN E-mail: wirde@fysik.uu.se -------------------------------------------------------------------------- @{" Thread 229" link IML-229} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-206 " MSG-206 Subject: RE:FLC resolution @toc contents Subject: RE:FLC resolution Date: Friday, 09 June 1995 10:06:15 From: "S. Malde" ---------------------------------------------------------------------------- On Thu, 8 Jun 1995, Mike McCool wrote: > Again, I'm no pc'er, but I had similar problems trying to get my straight > iff/ilbm anims to work once converted to fli/c's. I was using Mainactor, > which went about converted everything fine, but then either crashed or > yielded a flc/fli anim that no pc'er could look out without trashing his > viewer. > pc. --------- snip --------- > I realize all of the above may be a waste of your time, but perhaps > there's something in the link that will help you on the pc side. > Hi All, I've found one way of generating 640*480 FLC's on a PC (from files generated on the Amiga). First get Ad Pro or something similar to convert the individual frames to PCX format. On the PC there is a utility to convert PCX to FLC. I don't know if it is shareware as I got it on the PCGuide coverCD, the one with Vista Pro 3.0 on it. It is very fast and converted a 200 frame anim in a couple on mins. I don't know much about PC ftp sites but it might be worth having a look at micros.hensa.ac.uk. I think the program is called PCX2FLC If you have not got Ad Pro, use a PC file converter such as Graphic Workshop to convert the Amigas iff files on the PC. Hope that helps.... Sheil @{" Thread 210" link IML-210} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-207 " MSG-207 Subject: Re: Vista Pro not working ! @toc contents Subject: Re: Vista Pro not working ! Date: Friday, 09 June 1995 11:55:58 From: Mike McCool ---------------------------------------------------------------------------- Did I understand someone mentioning "VistaMorphing?" Must be a pc application. I've had VistaPro3.0 since it came out,--and yes, the manual is well worth having--but I don't recall any morphing feature in the Amiga version. @{" Thread 212" link IML-212} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-208 " MSG-208 Subject: Re: Wire-frame rendering @toc contents Subject: Re: Wire-frame rendering Date: Friday, 09 June 1995 12:24:57 From: Dylan Neill ---------------------------------------------------------------------------- On Wed, 7 Jun 1995 m.rubin9@genie.geis.com wrote: > > I'm needing to render out some animations in true wire-frame - no > hidden line removal. Is there any way to turn off the hidden line > removal that Imagine defaults to in the project editor? Any ideas of > work-arounds? > Go into the stage editor, make the perspective window big and capture every frame? :) --- |\ /| 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 142" link IML-142} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-209 " MSG-209 Subject: Re: DXF to Imagine @toc contents Subject: Re: DXF to Imagine Date: Friday, 09 June 1995 12:25:43 From: Mike McCool ---------------------------------------------------------------------------- Hey Dave, et al, You asked about the head on a glass of beer. I just came across an old post last night with reference to this very phenomenon, and the sender claimed to get great results on his beerfoam using the PEENED texture. Lemme know if this works, as I'm too busy slurping suds right now to bother trying to render any. (Burp). @{" Thread 128" link IML-128} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-210 " MSG-210 Subject: RE:FLC resolution @toc contents Subject: RE:FLC resolution Date: Friday, 09 June 1995 13:52:46 From: Mike McCool ---------------------------------------------------------------------------- Hey Ted, et al, You mentioned that MainActor had some bugfixes +enhancements, down at aminet. I have what I thought was the latest (1.55) version of MA, and couldn't find any reference to the FLC palette problems, nor could I locate any bugfixes. (This is the version I'm having trouble with, by the way). Would they be located in a separate dir from pub/aminet/gfx/edit, where MainActor resides? (Please give this post no more attention than it deserves, since its pertinence to Imagn is tangential). @{" Thread 195" link IML-195} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-211 " MSG-211 Subject: Re: Prefs @toc contents Subject: Re: Prefs Date: Friday, 09 June 1995 14:47:15 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Kent, on Jun 7 you wrote: > Hi all you imagine-experts ! > Does anybody know how to change the basic name > from PICxxxx to PIC.xxxx or aaa.xxxx (notice the > period) when saving generated pictures. There must > be a smarter way to this than manual work with > DirOpus. With Opus you can rename every file in one go using * as a wild card:- Opus rename requester - pic* pic.* (OR aaa.*) I'll send you my Opus Arexx script which adds some more control like renumbering the frames in steps (5, 10, 15 etc). -- Bob @{" Thread 161" link IML-161} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-212 " MSG-212 Subject: Wacom tablets @toc contents Subject: Wacom tablets Date: Friday, 09 June 1995 15:04:00 From: peter.borcherds@tinder.iaccess.za (Peter Borcherds) ---------------------------------------------------------------------------- This is sort of Imagine related - does anyone know the E-mail address for Wacom Technologies, the makers of the Wacom graphics tablets. Does anyone know these tablets can be used with the Amiga...ie. are there drivers available? I would really like to get one of these tablets, so if anyone can help me out, I would be most grateful. Thanks guys + gals. Cheers....... Peter Borcherds E-Mail: peter.borcherds@tinder.iaccess.za ========================================================================= ---Greetings from the Southern Hemisphere--- :*) Amiga 4000/030 68882/40mhz 540mb HD 10mb RAM ========================================================================= * AmyBW v2.11 * .... 9 Jun 95 16:04:54 @{" Thread 259" link IML-259} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-213 " MSG-213 Subject: Re: Snappy @toc contents Subject: Re: Snappy Date: Friday, 09 June 1995 15:30:34 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Brian, on Jun 7 you wrote: > All this talk of using DCTV to digitize backdrops and such for Imagine has > got me to thinking about a device I saw mentioned in an issue of Digital > Video magazine. The thing is called Snappy (I think) and is being produced > by a company called Play. Snappy is supposed to be a device that hooks up > to an IBM compatible PC and lets you digitize video up to some ridiculously > high resolution (much higher than actual video, if that is possible). What a coincidence, my service provider just posted info about this today. PLAY INCORPORATED IS NOW ON THE WORLD WIDE WEB! Play, Inc. is proud to announce its presence on the World Wide Web. Just type http://www.play.com into your favorite web browser and visit the web site with all the latest information about one of the hottest companies in the PC graphics, desktop video, and video production industries. Play's first product is the $199 Snappy Video Snapshot. Snappy is a cool little hardware module that snaps on the back of any Windows PC and captures video images at record-breaking resolutions up to 1500 x 1125 with over 16 million colors. __________________________________________________________________ ------------------------------------------------------------------ > Play Incorporated (800) 306-PLAY (916) 851-0800 2890 Kilgore Road (916) 851-0801 FAX Rancho Cordova, CA 95670 (916) 983-3288 BBS USA http://www.play.com - World Wide Web __________________________________________________________________ -- Bob @{" Thread 550" link IML-550} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-214 " MSG-214 Subject: Re: Rotoscoping @toc contents Subject: Re: Rotoscoping Date: Friday, 09 June 1995 17:19:48 From: Ian Smith ---------------------------------------------------------------------------- On Thu, 8 Jun 1995, Ayalon Hermony wrote: > If you'll go to video, you can record 640x200 all right, but if you plan to > edit it, it's better to record interlace 640x400 (736x566 DCTV) pro vcr > prefer it, and consumer vcrs don't care much about it. > Or, make your 640x200 interlace as well, unless you realy need to save > disk space or ram. > > Ignore all the above, if you do it only for home testing your anims. I have a program called 'Lace' that turns on interlace for all screens. So a 640x200 animation records fine on my VCR. Ram and speed are my main considerations.. with enough color and movement you really can't tell unless you look close that is is only 3 bitplanes. I only use it for home viewing, usually without recording to VCR. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 26" link IML-26} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-215 " MSG-215 Subject: Re: Prefs @toc contents Subject: Re: Prefs Date: Friday, 09 June 1995 18:18:15 From: parente@estense.global.it (Pierfrancesco Parente) ---------------------------------------------------------------------------- Kent Rise Hansen wrote: >Hi all you imagine-experts ! >Does anybody know how to change the basic name >from PICxxxx to PIC.xxxx or aaa.xxxx (notice the >period) when saving generated pictures. There must >be a smarter way to this than manual work with >DirOpus. DirOpus can easily accomplish the task (version 4+): 1) Select all your PICxxxx to be renamed. 2) Click the "Rename" gadget. 3) Enter PIC* in the "Rename" requester. 4) Enter PIC.* or aaa.* in the "As" requester. 5) Click "Okay". 6) Smile. Ciao, Pierfrancesco. @{" Thread 235" link IML-235} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-216 " MSG-216 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Friday, 09 June 1995 18:18:20 From: parente@estense.global.it (Pierfrancesco Parente) ---------------------------------------------------------------------------- Tony Bernauer wrote: >1/ Can anyone suggest a way of creating something that looks like >atmosphere around a planet ? I've tried making a sphere slightly bigger >than the planet and making it a fog object. This looked Ok when I >quickrendered it but .... in scanline the fog wasn't their. Not a real answer to your question (since "fog" isn't my very best friend :^) but an alternative idea for a decent "atmosphere effect": 1) Change the Filter attribute of your atmosphere object to 255,255,255. 2) Add a FilNoiz2 texture. 3) Set the Filter 1 RGB values to 10 and the remaining Filter 2&3 values to -1. 4) Play with the Noise Magnitude and Velocity values (since I have NO idea on how these work... can anyone help?), but consider that the default values work fine. Now my question: Long ago I've built up an animation of a rotating earth using the same principle seen above and wanted the FilNoiz2 texture applied to my "atmosphere object" to morph from its initial state to a different Magnitude and Velocity value. Since the animation had to be a cycling one, I set up the texture morphing for the first half of the anim and then go back to its initial value in the second half. Well, as a result the texture plays an annoying unwanted "ping-pong" effect. How can I fix this? That is: is there a method to tell Imagine that I want the 2nd half morphing to go back following a different way other than the reversed 1st half one? Sorry for my poor English :^( and thanks for the attention paid. Ciao, Pierfrancesco. @{" Thread 309" link IML-309} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-217 " MSG-217 Subject: MovieSetter @toc contents Subject: MovieSetter Date: Friday, 09 June 1995 18:25:56 From: "Anime a day..." ---------------------------------------------------------------------------- Hi all.. I got a copy of Movie Setter form a Euro Magazine cover disk and I was wondering if anyone else uses it. It seems to be capabable of some nice tricks but I don't like the fact of its slow frame rate playback. I would like to know what is the software most Amiga users use to put frames together?? And is there a NEWER version of Movie Setter that supports resolutions higher than 352x240?? thanx in advance, Bill @{" Thread 260" link IML-260} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-218 " MSG-218 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Friday, 09 June 1995 18:51:58 From: Richard Heidebrecht ---------------------------------------------------------------------------- On Thu, 8 Jun 1995 Falko@aol.com wrote: > On 06/08/95 Gary wrote: > > >I'm using Imagine 3.0 on a PC and can't seem to produce an FLC > >animation with resolution greater than 320X200. The stills > >come out any size I want, but when I make an animation, I > >only get the center 320X200 section of the image. I have the > >feeling that I'm missing something very obvious but I don't > >know what it is. > > Yeah. You gotta have a player that supports VESA display modes such as Dave's > Flic Viewer (DFV) and a VESA driver or TSR for your video card such as UNIVBE > 5.1. Without this your PC can only display the center 320x200x256 of the FLC > that you created. The file is okay but the player is only showing part of it. > Both of these programs are available on various Inet graphics sites and > mirrors. Can't remember right now where I got mine. @#$%, gotta get myself > that wetware ram upgrade with the new Ono Sendai mnemonic capacity doubler > >:/ > > Falko > > Falko > Like I mentioned in an earlier post, I have the same problem as this guy, the stills are fine but only the middle part shows up in the flc. I know for a fact that it is _not_ the program I use to view it, it is the way that Imagine compiles the animation(I have used the program to view other 640 x 480 flc's and it worked fine). I'm quite sure the problem lies within Imagine and not the prgoram used to view the flc's. Rick @{" Thread 231" link IML-231} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-219 " MSG-219 Subject: Re: Scanline spheres vs. Trac... @toc contents Subject: Re: Scanline spheres vs. Trac... Date: Friday, 09 June 1995 20:27:50 From: Lumbient@aol.com ---------------------------------------------------------------------------- ==O snip O== I just read a message about particles and spheres rendered in Scanline as opposed to spheres in Trace mode. I have also noticed the fact that spheres are rendered as triangle objects in Scanline mode, so now I wonder why that is so. From what I have understood, true spheres are the fastest type of object any ray tracer can render (this is something Impulse mentions in their texts about Imagine as well), so why are they converted to slower objects in scanline, which I thought was meant to be a faster rendering method than Trace? Or did I get something wrong? PS In case anybody is interested in reading about ray tracing in general, I can recommend "Introduction to Ray Tracing", edited by A. Glassner. (But most of you have probably already read it) ==O snip O== Well if you read that book(I have!) you find that the sphere is a CSG object that is determined by calculating the intersection of the viewer and the object. Unfortunatly, scanline isn't the same as raytracing. Thats why Real 3d raytraces-because you can render CSG objects in scanline. REASON: After reading "Advanced Animation and Rendering Techniques: Theory and Practice" by Alan and Mark Watt I found that scanline dosn't perform intesection test. Instead it calculates the start and stop of polygons on the current scanline. Then using Phong shading the intensity is calculated(the way I described before in one of my post that you all ignored :) CSG objects can't be used because scanline doesn't perform any intersection tests. This is also the reason for no shadows and reflections. ---Lumbient @{" Thread 205" link IML-205} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-220 " MSG-220 Subject: Do you want a tutorial? @toc contents Subject: Do you want a tutorial? Date: Friday, 09 June 1995 20:30:54 From: Lumbient@aol.com ---------------------------------------------------------------------------- I made an interesting tutorial about using the fire texture for worm holes and basically anything. If you want ask and i'll send it to you in uue(I got it right this time!!!) If you have AOL you can download it just search for "lumbient". Its really cool and has about 6 states ready for animation. ----Lumbient @{" Thread 240" link IML-240} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-221 " MSG-221 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Friday, 09 June 1995 21:37:22 From: Mike McCool ---------------------------------------------------------------------------- Hey Rich, Just a piece of your post caught my eye, but you mentioned letting Imagine do your movies for you. Unless there's been some drastic improvement in its movie function, I'd dispense with that idea altogether. Imagine's a fabulous 24bit frame renderer,--but take your raw materials and go 'offshore' to build the anim. I haven't even tried to let Imagine do a movie for me since the 1.x days. Just got completely out of the habit. And as I believe you're on the PC side, I'll leave it at that, since all the processors, compilers and animbuilders I use are amiga specific. (Come one now, somebody, pipe up and persuade me to come back to Imagine to make my movies.) @{" Thread 192" link IML-192} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-222 " MSG-222 Subject: Re: MovieSetter @toc contents Subject: Re: MovieSetter Date: Friday, 09 June 1995 21:54:00 From: Mike McCool ---------------------------------------------------------------------------- Hey y'all, I bought MovieSetter bookoo years ago, and used it less than a week. It's gotta be about the suckiest animation package I ever worked with. Like you, I scored another package from a euro mag. It's called AnimationStation. About a meg times more friendly than MovieSetter. a very good sound syncher, and full storyboard viewing. Like everyone, I use Rend24, for image processing/anim-building. I use it a lot. It's a remarkable piece of pd/shareware, and the guy who wrote it and shared it with all of us should get his wings NOW, and not have to wait till he gets to heaven. (His name's Thomas Krehbiel). Rend24 even supports DCTV, and though its ntsc limiting function isn't QUITE as exacting as the RGB filter native to the IFFtoDCTV software that comes with DCTV, it does have the ability to wait in the background for frames to be rendered, then process them and delete their source. This has been a boon to me, since my 10 Terrabyte drive gets filled up pretty fast these days. Long as I'm tooting, there's another handy little builder, called Buildanim. It's PD, and though it doesn't support 24bit frames, I probably use it almost as often as I use Rend24, as much for its ability to split anims as to build them. There now. Hope I haven't bored you too much. @{" Thread 258" link IML-258} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-223 " MSG-223 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Friday, 09 June 1995 22:51:59 From: Roger Straub ---------------------------------------------------------------------------- On Fri, 9 Jun 1995, Pierfrancesco Parente wrote: [snip] > How can I fix this? That is: is there a method to tell Imagine that I want > the 2nd half morphing to go back following a different way other than the > reversed 1st half one? > Try moving the texture axis. This will change the texture's effect on the object. Just remember to return the axis to it's original position if you want the animation to loop. You don't even need to alter the texture's settings, though it looks better if you do. (It's also more fun. =) > > Sorry for my poor English :^( and thanks for the attention paid. > > Ciao, Pierfrancesco. > > See ya, Roger @{" Thread 244" link IML-244} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-224 " MSG-224 Subject: Re: DCTV and Kinko's @toc contents Subject: Re: DCTV and Kinko's Date: Saturday, 10 June 1995 00:55:57 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Dave Rhodes > > I'll have to stick with the slow and relatively expensive > photo CD option for now You know, Corel makes a wonderful line of stock images, called Corel Professional Photo CD's. They are ***royalty-free*** and model-released, and come in packages so specialized it's almost ludicrous. Can you imagine a CD with 100 images of "Doors of San Francisco"? How about "North American Deer", "Dog Sledding", or "Arthropods"? Right now, they're having an incredible sale on their discs: $10.95 US ($12.95 CDN) each, and buy three/get one free! I have to admit, I got on the phone after getting their fax-back list, and ordered 20 of them! And I'm just a hobbyist! The sale ends July 31. You do need software to translate the PhotoCD format into something Imagine will accept; if you have a PC, each disc does have some Windows-based translation software to convert the images to such formats as BMP, EPS, PCX, or TIFF. They even have a phone number in the UK! it's 0800 581028. Other numbers, if anyone else gets their appetite whetted : USA (800) 772-6735 Canada (800) 394-3729 Worldwide (613) 728-3733 Faxback (613) 728-0826 ext. 3080; CD list is document no. 1039 @{" Thread 247" link IML-247} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-225 " MSG-225 Subject: Re: A descent fog texture @toc contents Subject: Re: A descent fog texture Date: Saturday, 10 June 1995 01:00:49 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Ian Smith > > The only problem that I can think of is that Imagine treats fog objects > like glass. As a ray travels through the scene, the first hit puts > the ray into fog, the second takes it out.. the third would turn it back > on, the fourth off, fifth on, ect... so you would have layers of fog. Ahhhh, but that's why, if you reread my message, you'll see that I ditched the fog attribute entirely. Each layer is now a bright, white plane, with a filter texture added. @{" Thread 204" link IML-204} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-226 " MSG-226 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Saturday, 10 June 1995 01:19:58 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Pierfrancesco Parente > > Long ago I've built up an animation of a rotating earth using the same > principle seen above and wanted the FilNoiz2 texture applied to my > "atmosphere object" to morph from its initial state to a different > Magnitude and Velocity value. > Since the animation had to be a cycling one, I set up the texture > morphing for the first half of the anim and then go back to its > initial value in the second half. > Well, as a result the texture plays an annoying unwanted "ping-pong" > effect. How can I fix this? That is: is there a method to tell Imagine > that I want the 2nd half morphing to go back following a different way > other than the reversed 1st half one? You can't tell Imagine to go back following a different way. Whenever Imagine morphs any parameter from value A to B, it always takes the shortest route. (This is why rotating an object from 0 to 180 degrees, and back to zero, will show a ping-pong motion) The standard trick to add a cycling quality to such things as random textures is this: create two versions of your atmosphere object, each with 3 states. The first state will be the DEFAULT state, which should always be created, but never used in Stage or Action. Object A: DEFAULT state: magnitude = 2, velocity = 1, totally transparent START state: a copy of DEFAULT, except you can _use_ this state. END state: magnitude = 4, velocity = 2, totally opaque Object B: DEFAULT state: magnitude = 4, velocity = 2, totally opaque START state: a copy of DEFAULT, except you can _use_ this state. END state: magnitude = 6, velocity = 3, totally transparent In the Action editor, morph object A from states START to END over 20 frames. Add object B in a different slot, and morph it from states START to END over the same frames. The result will be something that looks like it begins and ends with noise parameters of (4,2), but smoothly changes and cross-fades in between. Since the effect looks the same at frames 1 and 20, you'll get the familiar stuttering problem associated with cycling animations; the secret is to render every frame except the last one. @{" Thread 265" link IML-265} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-227 " MSG-227 Subject: Re: Need help with effect @toc contents Subject: Re: Need help with effect Date: Saturday, 10 June 1995 01:28:42 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Ted Stethem > > I have a cloud-swarm of particles coming from out of the distant > background which begins to converge and then form the name logo. > > I cheated in a way in that when the particle cloud condensed, I morphed > to the extruded name logo object un-particleized, because I couldn't get > the particle logo object to appear quite right when it congealed. > Un-particleized? Is that even a legitimate word?!! It seems to me that a bunch of particles, even touching each other, cannot possibly render as the original logo would, with its adjoining edges, which can be Phong-shaded. Your solution sounds right to me; I'd consider adding some distraction, just like magicians do when they want you to look away from their hand for a fraction of a second. A flash of light would be good. @{" Thread 197" link IML-197} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-228 " MSG-228 Subject: Particle/memory problem?(95 lines long) @toc contents Subject: Particle/memory problem?(95 lines long) Date: Saturday, 10 June 1995 01:35:24 From: Charles Blaquiere ---------------------------------------------------------------------------- Right away, what occurs to me is the individual particle object itself, the one that's being replicated thousands of times in each frame. I would try creating a very simple sphere, 6 sphere sections by 5 vertical sections, saving it, and using that file as the particle object, instead of a primitive particle. Even then, each of your 3 main spheres, with their 2208 faces, will cause 2208 of these simplified spheres to be born. Talk about population explosion! 3 main objects x 2208 faces x 48 faces per particle = 317,000 faces! That's more faces than I ever heard anyone using, even Lightwave artists. @{" Thread 183" link IML-183} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-229 " MSG-229 Subject: Scanline spheres vs. Trace spheres @toc contents Subject: Scanline spheres vs. Trace spheres Date: Saturday, 10 June 1995 01:41:04 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Mikael Wirde > > I have also noticed the fact that spheres are rendered as triangle > objects in Scanline mode, so now I wonder why that is so. From what I > have understood, true spheres are the fastest type of object any ray > tracer can render (this is something Impulse mentions in their texts > about Imagine as well), so why are they converted to slower objects in > scanline, which I thought was meant to be a faster rendering method than > Trace? My intuition tells me that the scanline algorithm used by Imagine can only deal with triangles. This is why primitive spheres must still be transformed into a bunch of triangles before rendering. @{" Thread 440" link IML-440} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-230 " MSG-230 Subject: Re: A descent fog texture @toc contents Subject: Re: A descent fog texture Date: Saturday, 10 June 1995 02:10:39 From: Torgeir Holm ---------------------------------------------------------------------------- On 08-Jun-95 12:09:31, Murray L. Crane wrote: >What I'm after is doing realistic looking ground cover fog with an >extruded plain sitting on a ground, to give the scene a spooky gothic >horror sytle of effect... The fog density in an ordinary fog lengthed >plane doesn't diminish with height, and consequently it just looks like a >'cube' of single density fog on the ground. If there is a texture on PC >and Amiga (version 3+ on both machines) that will do this, I would be >most grateful for an address to get it or a copy therein. Alternatively, >any hints on how to make a plane of fog that diminishes with height would >be appreciated. Fog top should do the trick. It's included with 3.x Torge!r @{" Thread 239" link IML-239} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-231 " MSG-231 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Saturday, 10 June 1995 08:43:37 From: garyd@pinn.nacjack.gen.nz (Gary Dierking) ---------------------------------------------------------------------------- >> Well, I'm no pc'er, but from what I understand, 320 x 200 is it. I've >> been converting anims for a pc friend who wants some of my amiga things >> for a project he's working on, and this was the first thing I had to do: >> convert everything to 320 x 200, 256 colors. FLI has the same resolution >> restrictions. >> >> It kind of reminds of the difference between a rooster and a capon. >> >Well, I have the same problem with Imagine 2.0(pc). The stills come out >fine, but if I compile them into an flc in Imagine it crops it off around >the border. I do know that there are higher resolution flcs though. >I've seen an flc animation of a shark (by Cyrus Lum, I think) which is >just incredible, and it has a resolution of 640 x 480. On page 301 of my Imagine 3.0 manual, it says "The most common .FLC animation format resolutions are PC Lores and PC480." (640x480) So I,m assuming that there must be a way. There are plenty of hi-res FLC's around to look at and they play fine. Also the FLC format is supposed to be "resolution independant" but is limited to 256 colors. @{" Thread 275" link IML-275} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-232 " MSG-232 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Saturday, 10 June 1995 10:12:54 From: "Frank.VanDerAuwera" ---------------------------------------------------------------------------- FROM: Frank Van der Auwera University of Antwerp library fvdauwer@uia.ac.be > [snip] > > How can I fix this? That is: is there a method to tell Imagine that I want > > the 2nd half morphing to go back following a different way other than the > > reversed 1st half one? > > > > Try moving the texture axis. This will change the texture's effect on the > object. Just remember to return the axis to it's original position if you > want the animation to loop. You don't even need to alter the texture's > settings, though it looks better if you do. (It's also more fun. =) > I think (cannot check right now, as i am at my job) the problem lies in the fact that imagine does a linear interpolation between the two states, so you go from state 1 to state 2 along a path (say a) and then directly back from 2 to 1 along the same path (-a) A STATE 1 -------> STATE 2 <------- -A What you should do is create (at least) 3 states, and morph from 1 to 2 to 3 back to 1 A /-->st2-\ B / _\| (lousy ASCII drawing, hope you get the point) st 1 <------ st3 C This way you create 3 distinct morph paths, thus avoiding the pingpong effect Please note my use of the term "paths" here has nothing to do with real imagine paths, i mean the pathway in what you could call the "phase space" through which your system moves during a morph. Hope this helps...as i said, i can't check it right now Greetings, Frank @{" Thread 251" link IML-251} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-233 " MSG-233 Subject: RE:FLC resolution @toc contents Subject: RE:FLC resolution Date: Saturday, 10 June 1995 11:00:10 From: fev0197@comune.bologna.it (Roberto Naldi) ---------------------------------------------------------------------------- > You mentioned that MainActor had some bugfixes +enhancements, >down at aminet. I have what I thought was the latest (1.55) version of >MA, and couldn't find any reference to the FLC palette problems, nor >could I locate any bugfixes. (This is the version I'm having trouble with, >by the way). Hi all, I use MainActor Pro on a regular basis to compile anims for the PC starting from pics generated on Amiga, and it never fails in any manner. What I do is convert via ADPro the 24 bit iff frames in 256 color iff using for all the frames the same palette, wich I previously extract from the most significant image; then I feed MainActor with this images and answer NO when it answers to use ''Palette per frame'' option. Hope it helps, Roberto Naldi @{" Thread 206" link IML-206} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-234 " MSG-234 Subject: Re: Book on writing textures @toc contents Subject: Re: Book on writing textures Date: Saturday, 10 June 1995 12:00:42 From: Donald DeCosta ---------------------------------------------------------------------------- On Tue, 6 Jun 1995, Steve McLaughlin wrote: > I saw a hardback book at the bookstore: > Texturing and Modeling, A procedural approach, by Ebert/Musgrave/Peachey/ > Perlin/Worley. ^^^^^^^--- Just curious, is that Steven Worley. Essence/Forge Author? Don DeCosta DonD@crl.com @{" Thread 238" link IML-238} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-235 " MSG-235 Subject: Problem With Texture Mapping @toc contents Subject: Problem With Texture Mapping Date: Saturday, 10 June 1995 12:35:45 From: Richard Heidebrecht ---------------------------------------------------------------------------- Hi all! I've got a real problem. Whenever I map a texture/image to an object in Imagine(2.0), I usually want to change the default size, position, etc., of the image map. Moving and scaling the image map usually works ok, but when I try to rotate it, quite often the image map disappears(when rendering). I also am stuck using the "flat" image map option, because as soon as I try to use the wrap option, the image disappears. Oh yeah, I can't get the repeat image map option to work either, I usually end with image applied just once and it doesn't cover the entire object either. Thanks to anybody who takes the time to reply to this message! Rick @{" Thread 250" link IML-250} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-236 " MSG-236 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Saturday, 10 June 1995 12:46:53 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- Hello All, I'll add my two cents to this discussion :) >On page 301 of my Imagine 3.0 manual, it says "The most common .FLC >animation format resolutions are PC Lores and PC480." (640x480) >So I,m assuming that there must be a way. There are plenty of hi-res >FLC's around to look at and they play fine. Also the FLC format is >supposed to be "resolution independant" but is limited to 256 colors. Check out Flick15.lha on Aminet. It has a nice document on the FLI/FLC specs. FLI: 320x200x256 FLC: 320x200x256 640x480x256 800x600x256 1024x768x256 Then recently introduced resolution/depths of 16 and 24bit, I think for the same resolution but I'm not sure about that. Greetings Joop @{" Thread 168" link IML-168} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-237 " MSG-237 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Saturday, 10 June 1995 13:25:00 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- > to END over the same frames. The result will be something that looks > like it begins and ends with noise parameters of (4,2), but smoothly > changes and cross-fades in between. But if you morph one object from opaque to transparent, and another from trasnparent to opaque, won't the total transparency be 25% in the middle of transition? Let's try it out. In the middle of transition, the first object is 50% transparent, second object - 50% transparent. Total transparency is .5 * .5 = .25. The better way to do it is to have the same states for the objects, but make one of them totally opaque and enclose it within the other, which morph from full opaque to full transparency. During the transition, you will see the second object reveales more and more. Hope it helps and I am right. :-) Andrey @{" Thread 216" link IML-216} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-238 " MSG-238 Subject: Re: Book on writing textures @toc contents Subject: Re: Book on writing textures Date: Saturday, 10 June 1995 14:34:44 From: Mark Allan Fox ---------------------------------------------------------------------------- Greetings: You wrote: > > On Tue, 6 Jun 1995, Steve McLaughlin wrote: > > > I saw a hardback book at the bookstore: > > Texturing and Modeling, A procedural approach, by Ebert/Musgrave/Peachey/ > > Perlin/Worley. > ^^^^^^^--- Just curious, is that Steven Worley. Essence/Forge > Author? Yep. It's him. Good book. > > Don DeCosta > DonD@crl.com > > @{" Thread 369" link IML-369} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-239 " MSG-239 Subject: Re: A descent fog texture @toc contents Subject: Re: A descent fog texture Date: Saturday, 10 June 1995 15:08:37 From: Torgeir Holm ---------------------------------------------------------------------------- On 08-Jun-95 12:09:31, Murray L. Crane wrote: >What I'm after is doing realistic looking ground cover fog with an >extruded plain sitting on a ground, to give the scene a spooky gothic >horror sytle of effect... The fog density in an ordinary fog lengthed >plane doesn't diminish with height, and consequently it just looks like a >'cube' of single density fog on the ground. If there is a texture on PC >and Amiga (version 3+ on both machines) that will do this, I would be >most grateful for an address to get it or a copy therein. Alternatively, >any hints on how to make a plane of fog that diminishes with height would >be appreciated. Fog top should do the trick. It's included with 3.x Torge!r @{" Thread 225" link IML-225} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-240 " MSG-240 Subject: Re: Do you want a tutorial? @toc contents Subject: Re: Do you want a tutorial? Date: Saturday, 10 June 1995 15:45:12 From: Lumbient@aol.com ---------------------------------------------------------------------------- The tutorial is really on the pc but does it matter? I thought you could transfer files easily between the two? ----Lumbient @{" Thread 2" link IML-2} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-241 " MSG-241 Subject: I'll Send it.... @toc contents Subject: I'll Send it.... Date: Saturday, 10 June 1995 15:56:05 From: Lumbient@aol.com ---------------------------------------------------------------------------- I'm gonna send the tutorial on sunday so have all requests in by then! Its split into 3 files. ----Lumbient @{" Thread 502" link IML-502} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-242 " MSG-242 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Saturday, 10 June 1995 16:50:51 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- > Wait I thought that all processes in rendering are addictive ie. they add all > the values together. So .5 + .5 = 1.0 Totally opaque(?)!! Nope. I just checked. Andrey @{" Thread 243" link IML-243} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-243 " MSG-243 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Saturday, 10 June 1995 20:42:32 From: Lumbient@aol.com ---------------------------------------------------------------------------- Wait I thought that all processes in rendering are addictive ie. they add all the values together. So .5 + .5 = 1.0 Totally opaque(?)!! I may be wrong(doubtful though :) ----Lumbient ==O snip O== But if you morph one object from opaque to transparent, and another from trasnparent to opaque, won't the total transparency be 25% in the middle of transition? Let's try it out. In the middle of transition, the first object is 50% transparent, second object - 50% transparent. Total transparency is .5 * .5 = .25. ==O snip O== @{" Thread 252" link IML-252} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-244 " MSG-244 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Saturday, 10 June 1995 23:00:23 From: Ian Smith ---------------------------------------------------------------------------- On Sat, 10 Jun 1995 Lumbient@aol.com wrote: > Wait I thought that all processes in rendering are addictive ie. they add all > the values together. So .5 + .5 = 1.0 Totally opaque(?)!! > > I may be wrong(doubtful though :) I sure have found that 3d rendering is addictive... :-) But no, they are not additive. Multiply them instead. An object with 0.5 in its transparency fields only lets 50% of the light through. A second object further reduces the light by 50%. So 0.5*0.5 = 25% of the light gets through, not 0. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 242" link IML-242} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-245 " MSG-245 Subject: Re :space ship textures @toc contents Subject: Re :space ship textures Date: Saturday, 10 June 1995 23:32:56 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- to Richard Heidebrecht: I too am stuck on 2.0, and have found lots of flexibility sometimes using small brushmaps, although this has limited usefulness with cylendrical mapping and very limited with spherical, a brushmap of 32x32 pixels can produce some very useful repeating textures when tiled and scaled appropriately. I've now graduated to 11 megs with gigamem running to a 35 MB partition for 44 megs useable space, but when I had less RAM that served me well many a time. Course now, I just finished a render utilizing about 30 imagemapped objects, out of 60 total objects (many composites). This took up about 30 megs max usage to render. Hope this can help, although perhaps not with your ship. Joel @{" Thread 323" link IML-323} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-246 " MSG-246 Subject: Jobs for modelers -Atlanta, GA Ibm required @toc contents Subject: Jobs for modelers -Atlanta, GA Ibm required Date: Sunday, 11 June 1995 02:39:14 From: Derek Hardison ---------------------------------------------------------------------------- I need as many modelers as I can train. It's paid by the piece, approx. 20 to 30 dollars per hour. work at home -- as much or as little as you can stand. I no longer subscribe to this list, so you must contact me at my Email adress above -- or call information (411) in decatur ga...and call 9-5. You MUST have a 486 33 or higher with 8meg ram minimum; 800x600 monitor. Either a scanner or a Photo-CD multisession CD rom drive is required. The more you know, the more you will make initially -- mainly because Imagine has MADE you pay your dues. this project does not use Imagine for modeling, but imagine can be used to check the dxf file. The client wants to model damn near Everything in the universe, starting with cars & furniture. We will use his software to make 3D models from stereo photographs. The model is then wrapped with the image you made it from -- you can make VERY realistic models in a Tenth the time, and be well paid for what is basically a no-brainer. I am hiring in Atlanta area only, but he is hiring nationally if you are willing to travel to his site for a weeks training at YOUR expense. If you're in Atlanta - call me. If not, mail me SNAIL MAIL at 235-B Wilton Drive, Decatur GA, 30030 note: if you don't have sufficient interest to put a stamp to envelope, you don't have sufficient interest. Modeling something correctly IS work & I need people willing to work. Derek Hardison Imagine on Amiga 4000s New Intelligence on Video Domain: derekjh@pd.org UUCP: ...!emory!pd.org!derekjh @{" Thread 525" link IML-525} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-247 " MSG-247 Subject: Re: DCTV and Kinko's @toc contents Subject: Re: DCTV and Kinko's Date: Sunday, 11 June 1995 03:21:41 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Charles, on Jun 9 you wrote: > > From: Dave Rhodes > > > > I'll have to stick with the slow and relatively expensive > > photo CD option for now > > You know, Corel makes a wonderful line of stock images, called Corel > Professional Photo CD's. They are ***royalty-free*** and model-released, > and come in packages so specialized it's almost ludicrous. Can you > imagine a CD with 100 images of "Doors of San Francisco"? How about > "North American Deer", "Dog Sledding", or "Arthropods"? > > Right now, they're having an incredible sale on their discs: $10.95 US I borrowed one of these CD's in the Aircraft series from a local PC dealer to see if I could convert the images. OpalPaint has a loader which converts these very quickly and the images are first rate. In Australia they retail for around $70, was there an Aussie phone number included in that sale? -- Bob @{" Thread 132" link IML-132} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-248 " MSG-248 Subject: Re: Wacom tablets @toc contents Subject: Re: Wacom tablets Date: Sunday, 11 June 1995 03:46:37 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Peter, on Jun 9 you wrote: > This is sort of Imagine related - does anyone know the E-mail address for > Wacom Technologies, the makers of the Wacom graphics tablets. > > Does anyone know these tablets can be used with the Amiga...ie. are there > drivers available? I would think that if a paint program supports graphics tablets the driver would be part of the package. This is the case with OpalVision as it supplies the CalComp and Wacom drivers when installing OpalPaint. Sorry, have'nt seen a Wacom address. -- Bob @{" Thread 286" link IML-286} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-249 " MSG-249 Subject: Re: Amiga anims to PC? @toc contents Subject: Re: Amiga anims to PC? Date: Sunday, 11 June 1995 04:18:21 From: dunc ---------------------------------------------------------------------------- Hi Roberto, > >Is there any way to convert Amiga anims to PC anims? > > > >Andrey > what i have done in the past is to render my animation in imagine the with REND24 (exellent piece of pd from one of the authors of ImageFX) scale it to 320x200 in 256 colours and save as an animation then > Try MainActor on the Amiga, but don't expect gorgeous results when you start > with an Ham (6-8) anim. and save it out in fli (or is that flc erm one format is restricted to these resolution 320x200x8(bit)) and it worked fine oh and i locked the palette to the first frame i dont know if this matters hope this helps duncan ||||||||||||||||||||||||||||||||||||| | | | dunc@eraser.demon.co.uk | | | ||||||||||||||||||||||||||||||||||||| @{" Thread 141" link IML-141} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-250 " MSG-250 Subject: Re: Problem With Texture Mapping @toc contents Subject: Re: Problem With Texture Mapping Date: Sunday, 11 June 1995 04:33:48 From: dunc ---------------------------------------------------------------------------- Hi Richard, > I've got a real problem. Whenever I map a texture/image to an object in > Imagine(2.0), I usually want to change the default size, position, etc., of > the image map. Moving and scaling the image map usually works ok, but > when I try to rotate it, quite often the image map disappears(when > rendering). I also am stuck using the "flat" image map option, because > as soon as I try to use the wrap option, the image disappears. Oh yeah, > I can't get the repeat image map option to work either, I usually end > with image applied just once and it doesn't cover the entire object > either. > when you use maps and change the wrapping methods etc i would be inclined to drop the map and reapply from the attributtes so you can be sure its set correctly duncan ||||||||||||||||||||||||||||||||||||| | | | dunc@eraser.demon.co.uk | | | ||||||||||||||||||||||||||||||||||||| @{" Thread 256" link IML-256} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-251 " MSG-251 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Sunday, 11 June 1995 04:49:07 From: parente@estense.global.it (Pierfrancesco Parente) ---------------------------------------------------------------------------- Roger Straub wrote: >Try moving the texture axis. This will change the texture's effect on the >object. Just remember to return the axis to it's original position if you >want the animation to loop. You don't even need to alter the texture's >settings, though it looks better if you do. (It's also more fun. =) Good remark, but I can't imagin... ehm... figure out what could be an appropriate movement to apply to the axis. I mean: if I set up an axis' translation along a linear path, the "ping-pong" problem won't go away. I guess the best would be using a circular transition along a closed path laying on a XY plane, but that goes far beyond my capacity :^| (well... perhaps setting up 4 different positions for the axis and relying on the new Spline Interpolation feature... mmm... maybe this deserves a try...). Stimulating, isn't it? :^) Thanks, Pierfrancesco. @{" Thread 223" link IML-223} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-252 " MSG-252 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Sunday, 11 June 1995 04:49:09 From: parente@estense.global.it (Pierfrancesco Parente) ---------------------------------------------------------------------------- Frank Van der Auwera wrote: -8<--snip--8<- >What you should do is create (at least) 3 states, and morph from 1 to 2 >to 3 back to 1 > > A /-->st2-\ B > / _\| (lousy ASCII drawing, hope you get the point) >st 1 <------ st3 > C -8<--snip--8<- Point gotten and think it's a good one. The problem is (I'm hard to please, You know... :^) in choosing the right Magnitude and Velocity FilNoiz2 values to apply to the three states You mentioned. Since I haven't the faintest idea of how these two works, the risk is to obtain an even worse effect: three rough motion reversals instead of only two! >Hope this helps...as i said, i can't check it right now Well, neither can I: my Amiga is still dealing with Charles' hint... :^) >Greetings, > >Frank Thanks, Pierfrancesco. @{" Thread 370" link IML-370} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-253 " MSG-253 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Sunday, 11 June 1995 14:19:23 From: Donald DeCosta ---------------------------------------------------------------------------- On Sat, 10 Jun 1995 Lumbient@aol.com wrote: > Wait I thought that all processes in rendering are addictive As a long time user of rendering software I can vouch that, yes, it is ADDICTIVE! (Sorry, couldn't resist) Don DeCosta DonD@crl.com @{" Thread 237" link IML-237} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-254 " MSG-254 Subject: Whew!!! Glad thats done!!! @toc contents Subject: Whew!!! Glad thats done!!! Date: Sunday, 11 June 1995 20:34:34 From: Lumbient@aol.com ---------------------------------------------------------------------------- I finally sent out my tutorial!!! I had over 25 requests!! Thanx to all who asked...and good luck. AS BEVIS WOULD SAY: FIRE....FIRE...FIRRRREEEEEE!!!!!!!!!! ----Lumbient @{" Thread 270" link IML-270} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-255 " MSG-255 Subject: Windows 3.11, Windows NT 3.5, Windows 95 @toc contents Subject: Windows 3.11, Windows NT 3.5, Windows 95 Date: Monday, 12 June 1995 05:09:15 From: CyberMer@aol.com ---------------------------------------------------------------------------- Hi all, Has anyone successfully loaded Imagine 3.x in any of the Operating System listed in my Subject? It is a real pain not to be able to run Imagine under Windows when all my image processing tool are under Windows. Also when is WinImagine due to come out? Thanks in advance! Jim @{" Thread 137" link IML-137} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-256 " MSG-256 Subject: Re: Problem With Texture Mapping @toc contents Subject: Re: Problem With Texture Mapping Date: Monday, 12 June 1995 11:58:21 From: parente@estense.global.it (Pierfrancesco Parente) ---------------------------------------------------------------------------- Richard Heidebrecht wrote: >I've got a real problem. Whenever I map a texture/image to an object in >Imagine(2.0), I usually want to change the default size, position, etc., of >the image map. Moving and scaling the image map usually works ok, but >when I try to rotate it, quite often the image map disappears(when >rendering). Be sure, when editing the axes of the applied brush, that the surface You want to be mapped falls into the box delimited by the positive sections of the XYZ axes. When You apply a brush for the first time, Imagine tries to do the best match with Your object's dimensions. Thus if the object is a plane (think this is Your case) the Y axis is set very small, so rotating the whole thing produces a really thin intersection between the surface and the box mentioned above; too thin to be seen rendered. Try to locally increase the Y axis' size till it matches Your requirements. >I also am stuck using the "flat" image map option, because as soon as I try >to use the wrap option, the image disappears. This is not Your fault. Imagine 2.0 (don't know if it's been changed in next releases) doesn't bother at all if You change Your mind and switch from "flat" to "wrap" in a subsequent editing of the brushmap settings and doesn't perform the afore mentioned "best matching" of the axes. I don't think this is wrong since You may want Imagine NOT to do this ("it's not a bug... it's a feature!" :^). The only way to get around of this is to drop the brush and reload it again selecting "wrap" before exiting the brush requester. >Oh yeah, I can't get the repeat image map option to work either, I usually >end with image applied just once When using the repeat feature, the XZ axes sizes determine the dimensions of the tiles. So scale down these and You'll get Your tile more than once. >and it doesn't cover the entire object either. Well, this is strange... :^) >Thanks to anybody who takes the time to reply to this message! You're welcome! Hope it's clear and helps... Ciao, Pierfrancesco. @{" Thread 269" link IML-269} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-257 " MSG-257 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Monday, 12 June 1995 11:58:52 From: parente@estense.global.it (Pierfrancesco Parente) ---------------------------------------------------------------------------- Charles Blaquiere wrote: >The standard trick to add a cycling quality to such things as random >textures is this: > >create two versions of your atmosphere object, each with 3 states. The >first state will be the DEFAULT state, which should always be created, >but never used in Stage or Action. > >Object A: > > DEFAULT state: magnitude = 2, velocity = 1, totally transparent > START state: a copy of DEFAULT, except you can _use_ this state. > END state: magnitude = 4, velocity = 2, totally opaque > >Object B: > > DEFAULT state: magnitude = 4, velocity = 2, totally opaque > START state: a copy of DEFAULT, except you can _use_ this state. > END state: magnitude = 6, velocity = 3, totally transparent > >In the Action editor, morph object A from states START to END over 20 >frames. Add object B in a different slot, and morph it from states START >to END over the same frames. The result will be something that looks >like it begins and ends with noise parameters of (4,2), but smoothly >changes and cross-fades in between. > >Since the effect looks the same at frames 1 and 20, you'll get the >familiar stuttering problem associated with cycling animations; the >secret is to render every frame except the last one. I admit I was a bit sceptical at first, so I tried it: well, it's really good! Definitively recommended if You need this kind of effect. Only one little addition: scale slightly one of the two atmosphere objects or Imagine (for some obscure reasons) won't work it out right. Thank You all for the tips given. Ciao, Pierfrancesco. @{" Thread 226" link IML-226} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-258 " MSG-258 Subject: Re: MovieSetter @toc contents Subject: Re: MovieSetter Date: Monday, 12 June 1995 12:05:11 From: Fernando D'Andrea ---------------------------------------------------------------------------- > Date sent: Fri, 9 Jun 1995 17:25:56 -0400 (EDT) > From: "Anime a day..." > To: Bill Bohn > Copies to: ImagineMailingList > Subject: MovieSetter > > > Hi all.. > > > I got a copy of Movie Setter form a Euro Magazine cover disk and I was > wondering if anyone else uses it. It seems to be capabable of some nice > tricks but I don't like the fact of its slow frame rate playback. > > I would like to know what is the software most Amiga users use to put > frames together?? And is there a NEWER version of Movie Setter that > supports resolutions higher than 352x240?? > > thanx in advance, > > Bill I do it manually :/ . I make the pix get the same palette with ADPro and join then with DPaint, because I don't have a package capable of doing it. It's painful :( and slow, but works. I tried to do a arexx script to ImageFX, but I have few memo. It isn'tvery large, so I will send it to the list. If someone haves memo and ImageFX and patience to be a tester to my script (and a future user, I hope!!!)... Fernando D'Andrea. A1200/2mb/14mhz020EC/HD 64mb/ dandrea@aton.inf.ufrgs.br ********************************* Fernando Pena D'Andrea. E-Mail: dandrea@aton.inf.ufrgs.br ********************************* @{" Thread 177" link IML-177} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-259 " MSG-259 Subject: Re: Wacom tablets @toc contents Subject: Re: Wacom tablets Date: Monday, 12 June 1995 13:29:20 From: "John Leipold (FA)" ---------------------------------------------------------------------------- On Fri, 9 Jun 1995, Peter Borcherds wrote: > > This is sort of Imagine related - does anyone know the E-mail address for > Wacom Technologies, the makers of the Wacom graphics tablets. > > Does anyone know these tablets can be used with the Amiga...ie. are there > drivers available? > > I would really like to get one of these tablets, so if anyone can help > me out, I would be most grateful. > > Thanks guys + gals. Cheers....... > > Peter Borcherds E-Mail: peter.borcherds@tinder.iaccess.za > > ========================================================================= > ---Greetings from the Southern Hemisphere--- :*) > > Amiga 4000/030 68882/40mhz 540mb HD 10mb RAM > ========================================================================= > > * AmyBW v2.11 * > ... 9 Jun 95 16:04:54 > Anonymous ftp may have some information, it either wacom.com or ftp.wacom.com. If that doesn't help, this is the U.S. BBS number (360) 750-0638. I know a phone call to the states is probably not a possibility, but I left the number for you anyway. Mal @{" Thread 248" link IML-248} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-260 " MSG-260 Subject: Re: MovieSetter @toc contents Subject: Re: MovieSetter Date: Monday, 12 June 1995 13:32:27 From: quarters@walnut.holli.com (Jeff Hanna) ---------------------------------------------------------------------------- > I do it manually :/ . I make the pix get the same palette with > ADPro and join then with DPaint, because I don't have a package > capable of doing it. It's painful :( and slow, but works. I tried to > do a arexx script to ImageFX, but I have few memo. It isn'tvery > large, so I will send it to the list. If someone haves memo and > ImageFX and patience to be a tester to my script (and a future > user, I hope!!!)... > > Fernando D'Andrea. A1200/2mb/14mhz020EC/HD 64mb/ > dandrea@aton.inf.ufrgs.br If you already have ADPro, why not use FRED to load all the frames in, render to the same resolution, lock the palette to the first frame and save out as a .anim for you? That was what FRED was made for and it is MUCH easier to have FRED do it automatically than to use 2-3 separate programs and do it all manually. @{" Thread 222" link IML-222} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-261 " MSG-261 Subject: Random-looking textures (was: Space Ship Textures) @toc contents Subject: Random-looking textures (was: Space Ship Textures) Date: Monday, 12 June 1995 17:01:13 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Richard Heidebrecht > > I've been struggiling with the problem of getting a decent > looking texture for a space ship. I only have Imagine _2.0_ (haven't > upgraded yet, still saving up the cash) so this rules out a lot of > textures that the rest of you take for granted. If you want the flexibility of brushmaps, the low memory usage of textures, and none of the repeating patterns of brushmaps, how about this little idea? Create 3-4 small (100 x 100?) brushmaps, in a suitable hull-plate pattern. Each brushmap should have matching top/bottom and left/right edges, and a solid background color. (For Amiga IFF files: color zero; for 24-bit or other files: whatever color is specified in your GENC Preferences parameter) Leave at least 50% empty space in each of these tiny images. Apply each one to your object, with "Use genlock" and "Repeat" turned on. Scale each one to a small size, different from the other. The result: a complex, NON-REPEATING pattern from just 120K's worth of brushmap RAM. Basically, any time 2 or more brushmaps are sized so that the ratio of their sizes is an irrational number, they'll never show a repeating pattern. I just had you add 4 layers to get a more complex effect. I tried it myself, just drawing 3-4 random rectangles of various bluish shades, in each of the 4 brushmaps. The result looked as close to Babylon 5 as a 30-second, textureless technique could ever hope to. @{" Thread 284" link IML-284} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-262 " MSG-262 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Monday, 12 June 1995 17:12:54 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Pierfrancesco Parente > > Charles Blaquiere wrote: > > >The result will be something that looks > >like it begins and ends with noise parameters of (4,2), but smoothly > >changes and cross-fades in between. I have to admit, though, that the eye is a sensitive machine, and will often pick up on the fact that halfway through, you're actually seeing a cross-fade of two different textures, whereas at the ends, you just see one set of parameters at work. Basically, the eye is good at picking up on the different levels of complexity. But, (he says with a shrug) it's as good as you can get from something that wasn't meant to be cyclic at all. > Only one little addition: scale slightly one of the two atmosphere > objects or Imagine (for some obscure reasons) won't work it out right. Scaling is normally used to very slightly enlarge one of the objects, so that no two faces are at *exactly* the same place. (Imagine has trouble figuring out which one is "on top", something experienced by bunk-bed toddlers since time immemorial B^) In this case, however, we're dealing with partially-transparent objects, so that Imagine will calculate light rays through both sets of faces, regardless which one is on top. For example: Face 1 from object A = 0.5 filter Face 1 from object B = 0.25 filter If face 1A is deemed on top, Imagine calculates the overall transparency as 0.5 * 0.25 = 0.125. If face 1A is deemed on top, Imagine calculates the overall transparency as 0.25 * 0.5 = 0.125. No difference. I see possible problems if the objects are opaque, or if you use some kind of attribute (specularity, maybe?) which Imagine doesn't calculate for a face that's behind another face, even if this last face is partially transparent. Anyway, as you said, scaling one object (by 1.0001, I'd advise) solved the problem. @{" Thread 257" link IML-257} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-263 " MSG-263 Subject: RE:Vista-Pro Not working ! @toc contents Subject: RE:Vista-Pro Not working ! Date: Monday, 12 June 1995 17:13:21 From: surentrr@vax.sbu.ac.uk ---------------------------------------------------------------------------- Hi everyone , since I started this thread I'll update you. The Vistapro CD is version 3.0 and includes two other programs: MakePath : Makes a path for yuor fly-by can simulate a glider,bike,car VistaMorph: Can morph from one Fractal landscape to another. The cd comes with 4 tutorial morphs : 1:morphs the clouds in a sky to the words VISTAMORPH (20 frame anim) 2:Morphs a sunrise scene to a sunset scene (simulates time passing by) 3:Morphs a castle to a rocky landscape 4:Out of Memory (can't remember ) I finally worked out how to run Vista-morph (the program requires Expanded memory !) Simple fix (but was'nt in the Magazine ) I believe the PC version has Vista-morph ,the Amiga version had a program called Terra form (I think) which was not as special . I find Vista-Morph breathtaking ,it can do wonders to backrounds and overlayed Imagine graphics. Well worth the 5 pounds I paid for it. For my friends in the USA, I believe PC Guide will send it to subscribers there I dont know if they will do back issues (since Issue 1 has just come out ) I'll send some e-mail to the editor and keep everyone posted. Following several e-mails advising me to buy the manual , the cheques in the pos t. Thanks. Ramesh Suren. __________ @{" Thread 561" link IML-561} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-264 " MSG-264 Subject: Re: Wacom Tablet @toc contents Subject: Re: Wacom Tablet Date: Monday, 12 June 1995 17:14:58 From: El Guapo! ---------------------------------------------------------------------------- Okay Okay, I have the answer. I called Wacom (its a local call for me) and they said: The ArtZ (larger) and the ArtPad (smaller) are compatible with the Amiga BUT you have to purcahse drivers from a third party. Tri Media (contact Chuck) phone (708) 520-0730 And the email address for wacom is support@wacom.com there numbers are: 1800 922-6635 (sales only) (206)750-8882 (tech support) I have an ArtPad on my IBM and it's the best thing in the whole world. -Cris. (fubar@netcom.com) @{" Thread 512" link IML-512} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-265 " MSG-265 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Monday, 12 June 1995 17:19:15 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Frank.VanDerAuwera > > What you should do is create (at least) 3 states, and morph from 1 to 2 > to 3 back to 1 > > A /-->st2-\ B > / _\| (lousy ASCII drawing, hope you get the point) > st 1 <------ st3 > C > Hey, when lousy ASCII is all one has... > This way you create 3 > distinct morph paths, thus avoiding the pingpong effect > > Please note my use of the term "paths" here has nothing to do with real > imagine paths, i mean the pathway in what you could call the "phase > space" through which your system moves during a morph. Your idea is quite valid. Possible glitches I see are: - jerky sensation experienced by the viewer when the "motion vector", in "phase space" (great term, BTW) suddenly changes direction as the morph encounters each A/B/C keyframe. This should appear as a difference in the quality and direction of the cloud morph. - The direction the clouds are moving/morphing will probably change at each keyframe, giving an unrealistic effect. Which gives me another idea: in my original solution, you should rotate the texture in object A, state START, -10 degrees in local Z, and update the state; then rotate the texture in object B, state END, 10 degrees in local Z, and update the state. This will give the overall texture a rotational motion around local Z, which should pass through the north/south poles of the atmosphere. Result: your morphing clouds will also rotate around the world, an even more natural effect. @{" Thread 337" link IML-337} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-266 " MSG-266 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Monday, 12 June 1995 17:23:09 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Andrey Zmievskiy > > But if you morph one object from opaque to transparent, and another > from trasnparent to opaque, won't the total transparency be 25% in the > middle of transition? Let's try it out. In the middle of transition, > the first object is 50% transparent, second object - 50% transparent. > Total transparency is .5 * .5 = .25. > > The better way to do it is to have the same states for the objects, > but make one of them totally opaque and enclose it within the other, > which morph from full opaque to full transparency. During the > transition, you will see the second object reveales more and more. > > Hope it helps and I am right. :-) This sounds right on the money. The "partial transparency" bug you mention is something I'd thought about before, usually lying in bed sleepless, but forgot to bring to the discussion table in this case. Unfortunately, your solution doesn't apply here, since all we would do is reveal more and more of the inner atmosphere object. Unfortunately, the inner object being opaque, _none_ of the planet below it would be revealed. Your suggestion, however, is right on the money for scenarios where you're trying to get cyclic textures onto an opaque object. @{" Thread 287" link IML-287} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-267 " MSG-267 Subject: Re: DCTV and Kinko's @toc contents Subject: Re: DCTV and Kinko's Date: Monday, 12 June 1995 17:25:32 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Robert Byrne > > was there an Aussie phone number included in that sale? Nope, just the international (toll) number, which connects you to Corel in Ottawa. @{" Thread 224" link IML-224} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-268 " MSG-268 Subject: IS IT THERE ??? @toc contents Subject: IS IT THERE ??? Date: Monday, 12 June 1995 17:29:37 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Paul Claessens > > Is Essence for the PC already available ???? If YES (and I do hope so) > HOW can I buy it and where ??? > > I need it for my graduation-project which needs to be ready in jan-96. > This sounds as if its far into the future, BUT IT ISN'T !!! Latest word is, early Summer we'll see an Apex newsletter with brand new toys, including Imagine/PC. Your project deadline isn't compromised. > Could someone also give me the E-MAIL adres of APEX so I can mail them > direclty and I don't have to bother the list anymore ??? spworley@netcom.com > Since our computer network over here is giving me serious problems, please > E-MAIL me directly at: > > paulC@artmediatech.nl Oops! Didn't get to this part until too late. Hopefully, this reply will still find its way to you. @{" Thread 271" link IML-271} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-269 " MSG-269 Subject: Re: Problem With Texture Mapping @toc contents Subject: Re: Problem With Texture Mapping Date: Monday, 12 June 1995 17:37:15 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Pierfrancesco Parente > > > Richard Heidebrecht wrote: > > >Oh yeah, I can't get the repeat image map option to work either, I > usually >end with image applied just once > > When using the repeat feature, the XZ axes sizes determine the > dimensions of the tiles. So scale down these and You'll get Your tile > more than once. > > >and it doesn't cover the entire object either. > > Well, this is strange... :^) Perhaps he means Repeat used in Wrap modes? Imagine only allows Repeat to be used in FlatX/FlatZ mode. It COULD offer one-dimensional repetition in FlatX/WrapZ or WrapX/FlatZ, but it doesn't. It COULD disable the Repeat button when the wrap modes make it illegal, but it doesn't. These have been ongoing problems since 1.x and Impulse keeps adding new, shiny features instead of fixing the old problems. Oh, how I wish they'd concentrate on bug fixes/interface upgrades in one version! @{" Thread 465" link IML-465} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-270 " MSG-270 Subject: Windows 3.11, Windows NT 3.5, Windows 95 @toc contents Subject: Windows 3.11, Windows NT 3.5, Windows 95 Date: Monday, 12 June 1995 17:43:14 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: CyberMer@aol.com > > To: imagine@email.sp.paramax.com > Subject: Windows 3.11, Windows NT 3.5, Windows 95 > > Hi all, > Has anyone successfully loaded Imagine 3.x in any of the Operating System > listed in my Subject? It is a real pain not to be able to run Imagine > under Windows when all my image processing tool are under Windows. Here's a message I spotted on CompuServe this week. Your timing is impeccable. ------------------------------------------------------------ #: 12174 S9/Imagine Users Group 17-May-95 06:45:38 Sb: #12164-#Imagine under Win 95 Fm: William Rockhold 75740,1427 @{" Thread 255" link IML-255} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-271 " MSG-271 Subject: IS IT THERE ??? @toc contents Subject: IS IT THERE ??? Date: Monday, 12 June 1995 19:29:03 From: paulC@Gent.artmediatech.nl (Paul Claessens) ---------------------------------------------------------------------------- Hello there, I know I asked this question for about a million times now, but I'm going to do it again anyhow... Is Essence for the PC already available ???? If YES (and I do hope so) HOW can I buy it and where ??? I need it for my graduation-project which needs to be ready in jan-96. This sounds as if its far into the future, BUT IT ISN'T !!! Could someone also give me the E-MAIL adres of APEX so I can mail them direclty and I don't have to bother the list anymore ??? Since our computer network over here is giving me serious problems, please E-MAIL me directly at: paulC@artmediatech.nl And again, thanks again... -------------------------------------------------------------------------- Life is a towel, you have to suck on it to survive... -------------------------------------------------------------------------- @{" Thread 190" link IML-190} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-272 " MSG-272 Subject: Aminet. @toc contents Subject: Aminet. Date: Monday, 12 June 1995 19:34:34 From: Lumbient@aol.com ---------------------------------------------------------------------------- Could someone please post my tutorial on the aminet for me. AOL can't upload to the FTP's. Thanx. ---Lumbient @{" Thread 278" link IML-278} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-273 " MSG-273 Subject: REX's and TEXTURES...again!!! @toc contents Subject: REX's and TEXTURES...again!!! Date: Tuesday, 13 June 1995 00:11:12 From: Lumbient@aol.com ---------------------------------------------------------------------------- OK, OK you must be getting sick of all these texture programming questions so I'm gonna be fast. Someone said something about REX's, what are they? I'm getting Watcom C/C++, that has an assembler right? What else would I need to create textures? Any add-ons? What other compilers could I get? And can you write textures in ASM and compile like normal? Basically I need ALL the info I can get on Imagine's texture engine...Thanks. ----Lumbient PS no one responded to me sending texture did you all get it? Did you like it? @{" Thread 276" link IML-276} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-274 " MSG-274 Subject: Re: Random-looking textures (was: Space Ship Textures) @toc contents Subject: Re: Random-looking textures (was: Space Ship Textures) Date: Tuesday, 13 June 1995 00:13:52 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In your message you wrote: If you want the flexibility of brushmaps, the low memory usage of textures, and none of the repeating patterns of brushmaps, how about this little idea? Could you upload a sample of what this looks like, I am completely lost as to what you said. S.G. "Dazed and Confused". @{" Thread 245" link IML-245} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-275 " MSG-275 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Tuesday, 13 June 1995 00:49:26 From: Falko@aol.com ---------------------------------------------------------------------------- > (Come one now, somebody, pipe up and persuade me to come back to >Imagine to make my movies.) No Way!!! Render the frames to TGA, then use Dave's tools as per my previous post. Falko @{" Thread 368" link IML-368} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-276 " MSG-276 Subject: Re: REX's and TEXTURES...again!!! @toc contents Subject: Re: REX's and TEXTURES...again!!! Date: Tuesday, 13 June 1995 02:32:41 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- > Someone said something about REX's, what are they? Relocatable EXecutables. Pharlap format. > I'm getting Watcom C/C++, that has an assembler right? What else would I > need to create textures? Any add-ons? Well, Pharlap linker would be mighty nice, since Watcom can only do so much. What I mean is that you can create some textures with it, but with Pharlap's linker it's much easier. > What other compilers could I get? And can you write textures in ASM and > compile like normal? Metaware High C. Don't know about assembler. > PS no one responded to me sending texture did you all get it? Did you like > it? What texture? :-> Andrey ZIPtag * There is much Obiwan did not tell you @{" Thread 279" link IML-279} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-277 " MSG-277 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Tuesday, 13 June 1995 02:57:32 From: Lumbient@aol.com ---------------------------------------------------------------------------- I have a question regarding imagine and TGA's. Why does Imagine screw up the left hand first row of pixels in the TGA files? @{" Thread 121" link IML-121} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-278 " MSG-278 Subject: Re: Aminet. @toc contents Subject: Re: Aminet. Date: Tuesday, 13 June 1995 03:12:32 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Lumbient, on Jun 12 you wrote: > Could someone please post my tutorial on the aminet for me. AOL can't upload > to the FTP's. Thanks for sending the tute, but is it complete? I followed the doc to make a cylinder with a two state morphing Fire texture, but the result is a ring of fire. The object that you supplied is obviously the wormhole but I can't work out the order of the states to get the morphing right. I'm obviously missing something here, can you help? -- Bob @{" Thread 62" link IML-62} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-279 " MSG-279 Subject: Re[2]: REX's and TEXTURES...again!!! @toc contents Subject: Re[2]: REX's and TEXTURES...again!!! Date: Tuesday, 13 June 1995 11:39:30 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- >Relocatable EXecutables. Pharlap format. Do any other compilers support the REX format? Is there any documentation that someone could supply regarding the REX format? I have MSVC and could find a Borland product, but don't want to buy *another* compiler just to do textures. -Scott spack@adobe.com @{" Thread 104" link IML-104} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-280 " MSG-280 Subject: Impulse??? @toc contents Subject: Impulse??? Date: Tuesday, 13 June 1995 18:57:25 From: Lumbient@aol.com ---------------------------------------------------------------------------- Anyone know whats wrong with Impulse? I called today to try to figure out any info possible on textures. They told me that Impulse does NOT tell anyone info on creating textures except for Essence. Then I said but I've found a text file from Impulse about creating textures. Again he said he has no knowledge that such a file exists. Well by this time I was getting mad!! The conversation lasted for a while, then- "But many people have already created textures"-ME "Yes but they've done it without Impulses permission and help..."-Him(?) "Aren't you kinda limiting yourself by not allowing the public to make textures?"-ME "Well we don't see it that way, Imagine is already cheap we want to make money from the textures"-Him "But with a wealth of textures and FX's would help Imagine grow and become a more powerful program-"-ME "Impulse is doing just fine-"-Him "Hey with more textures available free you could make Imagine cost more, because you'll be getting more!"-ME "...So I can create textures-you just won't help?..."-ME "Exactly..."-Him "Could I sell textures for profit?"-ME "I'm not sure on the legalities but I'm sure we won't really sue you...If you were Microsoft the we would try to get everything we could..."-Him As you can see Impulse is so much help! They wouldn't give me any specifics the only thing they did tell me is that they do program in C! WOW!! what a help that is! Only half the world uses C!! ------------------------------------------------- Impulse is sinking their own ship!! ------------------------------------------------- SOMEONE HELP ME!!!!!!! ----Lumbient I've finally decided to tell all my info, hey I gotta trust someone!!(not impulse) --PERSONAL INFO-- AGE: 15(yes I know I'm only 15!!) HIEGHT: 5'9" SEX: always(its a joke :) WEIGHT: 220 lbs. H/COLOR: black E/COLOR: brown So lets see- I'm a fat dark kid!(summary of above info) :) @{" Thread 293" link IML-293} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-281 " MSG-281 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Tuesday, 13 June 1995 19:15:54 From: Ian Smith ---------------------------------------------------------------------------- On Tue 13-Jun-1995, Lumbient@aol.com wrote: > Anyone know whats wrong with Impulse? I called today to try to figure out > any info possible on textures. They told me that Impulse does NOT tell > anyone info on creating textures except for Essence. Then I said but I've > found a text file from Impulse about creating textures. Again he said he > has no knowledge that such a file exists. Well by this time I was getting > mad!! The conversation lasted for a while, then- What? I called them about their texture docs a while ago to ask if more docs were coming out about their other interfaces and they said yes. I can't belive they are denying that they wrote it, since they admitted it to me. Perhaps you didn't speak to Mike H? Make sure you talk to him, as you might be talking to the janitor or something. :) > "Impulse is doing just fine-"-Him Thats a *great* attitude. By the time Impulse stops doing fine it is too late to fix it! You have to constantly try and be better. > "Could I sell textures for profit?"-ME I can't see ANY leagal reason why you couldn't. Your not using their code. I would treat Imagine like an operating system. You can't be sued for using undocumented commands or functions. As far as I know.. The docs from Impulse are on my home page if anyone wants to look them over. I just wish Impulse would release more. > "Yes but they've done it without Impulses permission and help..."-Him And nobody needs their PERMISSION to create addons. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 415" link IML-415} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-282 " MSG-282 Subject: Lightbulb @toc contents Subject: Lightbulb Date: Tuesday, 13 June 1995 21:42:11 From: Conny Jonsson ---------------------------------------------------------------------------- Those of you who can, have a look at http://www.bastad.se/~kiefe/pics/p-mobile.jpg and check his lightbulb. It's beautiful!!! (Skip the "pics/p-mobile.jpg"-bit to look at Paolo's homepage) -- *----------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite Operations, Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *----------------------------------------------------------* @{" Thread 127" link IML-127} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-283 " MSG-283 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Tuesday, 13 June 1995 23:19:11 From: zmievski@herbie.unl.edu (Andrey Zmievskiy) ---------------------------------------------------------------------------- > The docs from Impulse are on my home page if anyone wants to look > them over. I just wish Impulse would release more. I don't see what additional info they could release. Of course, a couple of example textures would be great, but it's more of learning it yourself. Andrey ZIPtag * Todays subliminal message is " " @{" Thread 325" link IML-325} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-284 " MSG-284 Subject: Re: Random-looking textures (was: Space Ship Textures) @toc contents Subject: Re: Random-looking textures (was: Space Ship Textures) Date: Wednesday, 14 June 1995 01:04:24 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: SGiff68285@aol.com > > Could you upload a sample of what this looks like, I am completely lost > as to what you said. Please reread the message, then be more specific as to what you don't understand. I find each sentence perfectly understandable, but hey -- I wrote the stuff. I'd be happy to clarify any point you have trouble with. If you've already deleted the original message, send me _e-mail_ and I'll send you a copy I'm saving in my mailbox for a few days. (No need to do this over the mailing list) @{" Thread 274" link IML-274} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-285 " MSG-285 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Wednesday, 14 June 1995 01:42:56 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Lumbient@aol.com > > > Anyone know whats wrong with Impulse? I called today to try to figure out > any info possible on textures. They told me that Impulse does NOT tell > anyone info on creating textures except for Essence. I couldn't find it on my hard disk, but I seem to remember a message by Mike Halvorson, in response to complaints that Impulse had resisted cooperating with Apex, where Mike basically said that on the contrary, Impulse was quite open to sharing texture information with third-party developers, and was actually encouraging them to get in touch with him. It's a shame I can't find the message. It would make a nice piece of evidence for you to wave under Mike's nose. @{" Thread 334" link IML-334} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-286 " MSG-286 Subject: Re: Wacom Tablet @toc contents Subject: Re: Wacom Tablet Date: Wednesday, 14 June 1995 05:23:41 From: "dunc@eraser.demon.co.uk" ---------------------------------------------------------------------------- Hi El, > > And the email address for wacom is support@wacom.com > > there numbers are: 1800 922-6635 (sales only) > (206)750-8882 (tech support) > > I have an ArtPad on my IBM and it's the best thing in > the whole world. > > -Cris. (fubar@netcom.com) > > or you could look in aminet/hard/drivr and dir W* get the wacom archive then dir G* and get the GTDriver archive then decide which works best for you Wacom_116.lha GTDriver.lha duncan ~===========================================================================~ dunc@eraser.demon.co.uk - dunc@eraser.demon.co.uk (night) Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063 -- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! -- @{" Thread 264" link IML-264} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-287 " MSG-287 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Wednesday, 14 June 1995 10:56:00 From: parente@estense.global.it (Pierfrancesco Parente) ---------------------------------------------------------------------------- Pierfrancesco Parente wrote: >Roger Straub wrote: > >>Try moving the texture axis. This will change the texture's effect on the >>object. > >I guess the best would be using a circular transition along a closed path >laying on a XY plane, but that goes far beyond my capacity :^| (well... >perhaps setting up 4 different positions for the axis and relying on the new >Spline Interpolation feature... mmm... maybe this deserves a try...). No way... that just doesn't work... *sigh*. What's the Spline Interpolation meant to be used for, then? Thanks anyway, Pierfrancesco. @{" Thread 288" link IML-288} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-288 " MSG-288 Subject: B5 Aminet Uploads... @toc contents Subject: B5 Aminet Uploads... Date: Wednesday, 14 June 1995 12:17:02 From: jonathan.haigh@unn.ac.uk ---------------------------------------------------------------------------- Hi ALL, I have just recieved a message from the guy that originally made the ightwave Babylon5 objects that you have all been clamoring for..... He said it was fine to convert his work and upload it to the aminet, so now that my freind and I have just failed our last exam miserably we will hopefully get them uploaded by the end of this week... especially since I go home then. After we do this I'm going to unsubscribe before my university account self destructs, so if any of you want me for anything I can be contacted through the BBS in the readme file (creations north). Also you might want to mail Dean Scott who's objects most of them were. Goodbye for now... JR. ================================================================================ If at first you dont succeed, then give up, erase all evidence that you tried and get someone else to have a go..... Jr's VMS. This sucks..huh huh. ================================================================================ @{" Thread 507" link IML-507} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-289 " MSG-289 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Wednesday, 14 June 1995 13:02:41 From: William Eric Donoho ---------------------------------------------------------------------------- On Tue, 13 Jun 1995 Lumbient@aol.com wrote: > Anyone know whats wrong with Impulse? I called today to try to figure out > any info possible on textures. They told me that Impulse does NOT tell > anyone info on creating textures except for Essence. Then I said but I've > found a text file from Impulse about creating textures. Again he said he has >... etc, etc Your conversation with Impulse is reminicient of my conversations with them. They've got a serious phone support problem, as well as a ack-basswards marketing scheme. I wish microsoft would buy 'em. Eric Donoho | "Let's go to burger king and get Louisville, KY USA | a chicken sandwich!" donoho@iglou.com @{" Thread 306" link IML-306} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-290 " MSG-290 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Wednesday, 14 June 1995 15:12:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: Mike McCool -> I haven't even tried to let Im agine do a movie for me sinc=e t-> 1.x days. Just got completely out of the hab it. And as I believe= yo-> on the PC side, I'll leave it at that, since all the processors, c=omp-> and animbuilders I use are amiga specific.->-> (Com e one now, somebody, pipe up and persuade me to come b=ack-> Imagine to make my movies.)Ok...well, from the PC side the "make Movie" function works just fine=.. I've made FLCs at 320x240 and 640x480 .....no problem. However the on=lyreal adv antage over using another anim utility might only be you cancreate the animation without having to store all the individual frame=s.The "make movie" option can create a FLC with or without saving eachrendered cell. On large animations, that can save you around 50 megs =ofdrive space. /------------------------------ ___ ___ ___ ___ | Mike van der Sommen / __ / __/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (8 05-683-1388) | "Irony can make revenge a welcome alternative" \____ _________________________________________________________--- =FE InterNet - GraF X Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 185" link IML-185} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-291 " MSG-291 Subject: Mike H / Textures [was: Re: Impulse???] @toc contents Subject: Mike H / Textures [was: Re: Impulse???] Date: Wednesday, 14 June 1995 15:23:40 From: paris@lor.jrent.com ---------------------------------------------------------------------------- It is indeed too bad that you can't find that msg, Charles, as I spoke to Mike H, via email, about textures...ie, asked for any help he might offer in creating new ones. He basically told me that he would offer no help, and didn't mention anything about any text files, either. I got the feeling when I spoke to him that he was uninterested in anything that didn't come from either Impulse or Essence. Perhaps he merely wishes to restrict texture creation for Imagine to developers w/ a proven track record, but... What are we, as users, supposed to do, request textures for specific purposes from Impulse or Essence? (Even if we could, and were willing, to develop them ourselves?) Perhaps Mike H, at one time, did feel comfortable sharing texture info w/ any developers who were interested...but something changed his mind. He certainly didn't seem very willing when I wrote to him... Just my two little "copper" pieces... (From someone else who has "been there"...) Jeff (paris@lor.jrent.com) @{" Thread 327" link IML-327} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-292 " MSG-292 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Wednesday, 14 June 1995 15:30:00 From: videoman@netcom.com ---------------------------------------------------------------------------- > Your conversation with Impulse is reminicient of my conversations with > them. They've got a serious phone support problem, as well as a > ack-basswards marketing scheme. > > I wish microsoft would buy 'em. """""""""""""""""""""""""""""""""" Gad's! i hope this was a joke! I wish microsoft would implode on itself! There "operationg system" is the worst hunk of $%^#&@ !! I'd much rather deal with the small unique software companys than the megacorp microsoft. -- ..__________________________________________________________________________. | -== When Dreams Become Reality ==- -= IM Design=- | |"""""""""""""""""""""""""""""""|"""""""""""""""""""""|""""""""""""""""""""| | videoman@netcom.com | FTP: ftp.netcom.com | Video Production | | videoman@cyberspace.org | DIR: pub/videoman | 3D Graphics & DTP | | Mosaic Home Page: file://ftp.netcom.com/pub/vi/videoman/web/HOME.html | |3 Amiga's and a 100Mhz Pentium/triton/f&w SCSI/4Meg Stealth-VIDEO/3601CD | ~""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""~ @{" Thread 289" link IML-289} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-293 " MSG-293 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Wednesday, 14 June 1995 16:38:30 From: Ian Smith ---------------------------------------------------------------------------- On Wed, 14 Jun 1995, William Eric Donoho wrote: > Your conversation with Impulse is reminicient of my conversations with > them. They've got a serious phone support problem, as well as a > ack-basswards marketing scheme. > > I wish microsoft would buy 'em. Hmmm... first they would drop support for the Amiga totally. Then they would make it run only under Windows 95, forcing you to upgrade and add another 8 megs of ram to make up for the space Windows takes up, and a new hard drive for the 40 megs to install Imagine. Then they would charge about $1,200 for the software, and make you pay for phone support like with their other products. Then Bill Gates would clam that, "You can't render an image in less than four hours." :-) And finally, though a sneaky and brilliant plan of advertising and leagal threats, they would wipe out Wavefront, SGI, NewTek and every other 3D rendering system, leaving them with a stranglehold on the market. And then they would let the software stagnate and the users would go into fits of pleasure whenever they made an improvment like upping the the version number. Of course, Impulse could do the last all by themselves. But at least we have the choice to go to another renderer. (Which I won't do because I *like* Imagine) *sigh* And I controled my annoyance with Microsoft for such a long time. Post, cancel.. Post, cancel.. Post, cancel.. :-) -- IanSmith@moose.erie.net Visit Below! My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 292" link IML-292} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-294 " MSG-294 Subject: Re: Spline Ed SubGroups @toc contents Subject: Re: Spline Ed SubGroups Date: Wednesday, 14 June 1995 16:39:35 From: Marty Nussbaum ---------------------------------------------------------------------------- Hello All, I just have a quick question regarding the subgroups. Can you assign a different attribute to each set of subgroups. For example, have the front side of the object red while the back is blue and the sides green? Thanks in advance for any replies, On Sat, 3 Jun 1995, Robert Byrne wrote: > Hi there! > > I found an interesting feature of the Spline Editor. When you save an > extruded object three subgroups are saved with it, Front, Back and Side > faces. Try it out, load an object into the Detail Ed, select Pick Faces > then Pick Subgroup. > > -- Bob > > : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : > : Amiga A3000/25 : Ballina, NSW Australia : > > Marty *************** _ _ /| * ACK!! * \'o.O' * Hairball! * =(___)= *************** U @{" Thread 63" link IML-63} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-295 " MSG-295 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Wednesday, 14 June 1995 16:46:10 From: Ian Smith ---------------------------------------------------------------------------- On Tue 13-Jun-1995, zmievski@herbie.unl.edu (Andrey Zmievskiy) wrote: > Ian wrote: > > The docs from Impulse are on my home page if anyone wants to look > > them over. I just wish Impulse would release more. > > I don't see what additional info they could release. Of course, a > couple of example textures would be great, but it's more of learning > it yourself. I'd like more interfaces documented. The effects interface in particular so we could write our own effects. THAT would be cool. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 285" link IML-285} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-296 " MSG-296 Subject: Re: Mike H @toc contents Subject: Re: Mike H Date: Wednesday, 14 June 1995 17:12:50 From: Ian Smith ---------------------------------------------------------------------------- On Wed, 14 Jun 1995 Lumbient@aol.com wrote: > Mike sent me an E-mail from compuserve yesterday! Hey I thought they don't > subscribe to the IML!!!! Anyhow, he basically told me that i was full of > @$@^%...well I thought that was no way for a president to treat his %income%. > I told him calling me liar before he got the facts straight was wrong for > someone ofhis position. Before he called me a liar he should have checked > with his tech-support people!!! Maybe they lied to him!!! Boy, if thats the > case wonder what kind of power he really has over his company!!! Liar? Not the best way to treat customers... > message from Mike: > [..SNIP..] > We will not at this time give phone support to people who want further > tech help, we are putting together a kit for vendors who want to do > 3rd party work the cost will be $500.00 per year and you will get a > complete kit as well as the source for various activities that people > have expressed they need. I just got off the phone with Mike H. That message was his, and the $500 developers kit will be forthcoming. It is much more interesting that it seems at first... here are some details I asked for... 1) It will not be out until after WinImagine is released. But should be out soon after. 2) You get 40 hours of free online tech support. 3) This is the suprising one. You get the SOURCE CODE for Imagine. I asked him this several times, and he confirmed that yes, you get source for the program. This comes with heavy NDA's to sign. 4) The $500 gets you everything you need for both IBM and Amiga development. If anyone else calls, post any extra information. I've already thought of a few other things I should have asked while I was writing this message. And no, no, NO I decided not to ask when 3.3 or 4.0 was coming out. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 335" link IML-335} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-297 " MSG-297 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Wednesday, 14 June 1995 17:23:05 From: sauvp@citi.doc.ca (Patrick Sauvageau) ---------------------------------------------------------------------------- Eric Donoho (donoho@iglou.com): >On Tue, 13 Jun 1995 Lumbient@aol.com wrote: >Your conversation with Impulse is reminicient of my conversations with >them. They've got a serious phone support problem, as well as a >ack-basswards marketing scheme. >I wish microsoft would buy 'em. NEVER! NEVER! NEVER! A corporation with a good merketing scheme is just that: A corporation run by it's PR department. Marketing is another word for deception; a good product like Imagine do not need any marketing. The "Microsoft Quality" is just an illusion created by the fact that every microsoft product can be compared only with other microsoft product. or other microsoft lookalike. We need more diversity to improve and microsoft is to software diversity what deforestation is to bio-diversity. Microsoft must die! (Did I read too much Marx and Chomsky recently ?? :-) ----- Patrick Sauvageau (sauvp@citi.doc.ca) @{" Thread 295" link IML-295} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-298 " MSG-298 Subject: Re: Mike H @toc contents Subject: Re: Mike H Date: Wednesday, 14 June 1995 17:30:08 From: Ken Morton ---------------------------------------------------------------------------- > Mike sent me an E-mail from compuserve yesterday! Hey I thought they don't > subscribe to the IML!!!! Anyhow, he basically told me that i was full of > @$@^%...well I thought that was no way for a president to treat his %income%. > I told him calling me liar before he got the facts straight was wrong for > someone ofhis position. Before he called me a liar he should have checked > with his tech-support people!!! Maybe they lied to him!!! Boy, if thats the > case wonder what kind of power he really has over his company!!! > Mr. Limbient > > You are full of )_(@*#$, no one at Impulse ever said these things, we have > been > very fothcoming about those who want to make textures, infact we have made > public domain the format, as you have already found. We encourage you to > make > whatever you want in terms of textures,. When you deal with Impulse you deal with a bunch of assholes, I think anyone who has talked to them knows this by now. They may have a neat program, and some talent, but that'll only get them so far. Treating users like shit will cause those users to look elsewhere, where the grass is greener and there is free coffee and things actually work. Regards Ken Ken F. Morton I had sex with god last night. It was a kmorton@panix.com bit of a let-down. http://www.panix.com/~kmorton "Mew!" - Glowing Kitty @{" Thread 348" link IML-348} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-299 " MSG-299 Subject: Mike H @toc contents Subject: Mike H Date: Wednesday, 14 June 1995 17:59:14 From: Lumbient@aol.com ---------------------------------------------------------------------------- Mike sent me an E-mail from compuserve yesterday! Hey I thought they don't subscribe to the IML!!!! Anyhow, he basically told me that i was full of @$@^%...well I thought that was no way for a president to treat his %income%. I told him calling me liar before he got the facts straight was wrong for someone ofhis position. Before he called me a liar he should have checked with his tech-support people!!! Maybe they lied to him!!! Boy, if thats the case wonder what kind of power he really has over his company!!! message from Mike: ------------------------------------------------------------------------------ ------------------------------------ Mr. Limbient You are full of )_(@*#$, no one at Impulse ever said these things, we have been very fothcoming about those who want to make textures, infact we have made public domain the format, as you have already found. We encourage you to make whatever you want in terms of textures,. We will not at this time give phone support to people who want further tech help, we are putting together a kit for vendors who want to do 3rd party work the cost will be $500.00 per year and you will get a complete kit as well as the source for various activities that people have expressed they need. I assume that you message will reflect this one, we will help in what ever way that we can within the limits that we have set up so far. That should be a direct answer and I presume that you will repost this message so that all can see my response to your absurd message. Mike Halvorson President Impulse, Inc.. ------------------------------------------------------------------------------ ------------------------------------- WELL I DID AS HE ASKED!!!!! ----Lumbient @{" Thread 347" link IML-347} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-300 " MSG-300 Subject: Smacker Flic Compression @toc contents Subject: Smacker Flic Compression Date: Wednesday, 14 June 1995 20:19:02 From: Broctune@aol.com ---------------------------------------------------------------------------- Has any one out there used a Flic compression program called smacker or something, I heard it dramatically reduces file size. Any info would be appreciated. Thanx @{" Thread 154" link IML-154} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-301 " MSG-301 Subject: Assigning attributes to subgroups @toc contents Subject: Assigning attributes to subgroups Date: Wednesday, 14 June 1995 21:02:50 From: Kelly Petlig ---------------------------------------------------------------------------- On Wed, 14 Jun 1995, Marty Nussbaum wrote: > > I just have a quick question regarding the subgroups. Can you assign > > a different attribute to each set of subgroups. For example, have the > On Wed, 14 Jun 1995, Ian Smith wrote: > Yes you can, and it's pretty easy. All you do is go into "Pick Faces" > mode, pick the faces you want to change and select "Attributes" and > change what you want. Note that you can only change Color, Reflect and > Filter values in "Pick Faces" mode. Another thing to note is that textures can be limited to subgroups. Mr.Kelly Petlig (Yes, I'm using an Amiga computer) @{" Thread 163" link IML-163} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-302 " MSG-302 Subject: Re: Mike H @toc contents Subject: Re: Mike H Date: Wednesday, 14 June 1995 22:23:18 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- > message from Mike: > Mr. Limbient >=20 > You are full of )_(=C9*#$, Ah, well, now _this_ is the Mike H that we've all come to know and love ;) *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 298" link IML-298} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-303 " MSG-303 Subject: Re: Spline Ed SubGroups @toc contents Subject: Re: Spline Ed SubGroups Date: Wednesday, 14 June 1995 22:35:14 From: Ian Smith ---------------------------------------------------------------------------- On Wed, 14 Jun 1995, Marty Nussbaum wrote: > I just have a quick question regarding the subgroups. Can you assign > a different attribute to each set of subgroups. For example, have the > front side of the object red while the back is blue and the sides green? > > Thanks in advance for any replies, Yes you can, and it's pretty easy. All you do is go into "Pick Faces" mode, pick the faces you want to change and select "Attributes" and change what you want. Note that you can only change Color, Reflect and Filter values in "Pick Faces" mode. Also, you don't have to make a subgroup to do this. You can just select the faces by drag box or "Pick Subgroup" them. Be carefull when using this function though. If you adjust the Color, Reflect or Filter values in Group or Object mode it will change EVERY face, erasing any special colorings you have done to the object in "Pick Faces". -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 322" link IML-322} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-304 " MSG-304 Subject: Grow Effect prob in 2.0 @toc contents Subject: Grow Effect prob in 2.0 Date: Wednesday, 14 June 1995 22:59:26 From: Derek Hardison ---------------------------------------------------------------------------- I have to modify an animation I made two years ago. I have several paths with things growing on them. Client wants more stuff growing. So I copied the paths & object ( grouped) and added the FX won't work... I renamed both the objects and the paths so everything would have its own name. won't work. Have I forgotten something??? the old paths work, new ones should but won't NOTE: - I don't subscribe here anymore -- so please respond to my addresss. thanks. -- Derek Hardison Imagine on Amiga 4000s New Intelligence on Video Seeking Contracts or Job using Alias or SoftImage Domain: derekjh@pd.org UUCP: ...!emory!pd.org!derekjh @{" Thread 351" link IML-351} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-305 " MSG-305 Subject: Re: Spline Ed SubGroups @toc contents Subject: Re: Spline Ed SubGroups Date: Wednesday, 14 June 1995 23:18:07 From: Roger Straub ---------------------------------------------------------------------------- On Wed, 14 Jun 1995, Marty Nussbaum wrote: > Hello All, > I just have a quick question regarding the subgroups. Can you assign > a different attribute to each set of subgroups. For example, have the > front side of the object red while the back is blue and the sides green? > Sure. Go into Pick Faces mode, select the Pick Subgroup command under the Pick/Select menu, pick the front subgroup, and then press F7, or bring up the Attributes Requester. Set the color to red. Repeat for the other subgroups, with green and blue, respectively. This works with ANY group of faces, whether it be a subgroup or just a random picking of faces. You can only set Color, Reflect, and Filter values, though. If you want a texture on a certain subgroup, use the Restrict To Subgroup setting in the texture requester. > > Thanks in advance for any replies, > > > Marty > > *************** _ _ /| > * ACK!! * \'o.O' > * Hairball! * =(___)= > *************** U > See ya, Roger @{" Thread 303" link IML-303} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-306 " MSG-306 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Wednesday, 14 June 1995 23:43:33 From: Ted Stethem ---------------------------------------------------------------------------- This very topic became a long thread on this list about two years ago. At various times, Impulse has promised to release the technical information on the effects format and interface but so far, no dice. There was a lot of flaming from this list at that time for more information about TDDD and texture format which resulted in the release of the textfiles on those subjects (but only on Compu$erve, somebody that had a Compu$erve account was kind enough to upload them to aminet). On Wed, 14 Jun 1995, Ian Smith wrote: > > I'd like more interfaces documented. The effects interface in > particular so we could write our own effects. THAT would be cool. > @{" Thread 297" link IML-297} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-307 " MSG-307 Subject: Re: Imagine Developers Kit @toc contents Subject: Re: Imagine Developers Kit Date: Wednesday, 14 June 1995 23:51:10 From: Ted Stethem ---------------------------------------------------------------------------- You must know by now that Impulse exists in Virtual Space and moves in Virtual Time. Reality is not defined in the Impulse dictionary. On Wed, 14 Jun 1995 Lumbient@aol.com wrote: > > BTW-Guy said 3.3 will be out in 2 weeks, hmmm, they also said 2 weeks 2 weeks > ago!!! > @{" Thread 376" link IML-376} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-308 " MSG-308 Subject: Imagine Developers Kit @toc contents Subject: Imagine Developers Kit Date: Wednesday, 14 June 1995 23:52:57 From: Lumbient@aol.com ---------------------------------------------------------------------------- I get it read between the lines!!! If Impulse is gonna give its source code, then that means that either: They don't care anymore... OR Imagine is getting a BIG rewrite!!! I think thats why they are waiting till AFTER WinImagine. I think they are gonna give you the OLD imagine's code. BTW-Guy said 3.3 will be out in 2 weeks, hmmm, they also said 2 weeks 2 weeks ago!!! ---Lumbient @{" Thread 319" link IML-319} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-309 " MSG-309 Subject: Re: Atmosphere @toc contents Subject: Re: Atmosphere Date: Thursday, 15 June 1995 00:01:58 From: Ted Stethem ---------------------------------------------------------------------------- Have you tried using the Clouds.itx texture? If you apply it to a sphere and scale the texture axis very small, and use that as a shell over your planet object, you end up with a pretty realistic looking cloud atmosphere. Also, you can morph the texture over time and get an animated swirling clouds effect. If you want the slight haze that comes from an atmosphere, you can make another sphere that is slightly smaller than the cloud sphere, apply some type of tint (filter) and apply the fog attribute. @{" Thread 266" link IML-266} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-310 " MSG-310 Subject: Re: Imagine Developers Kit @toc contents Subject: Re: Imagine Developers Kit Date: Thursday, 15 June 1995 00:22:09 From: Ian Smith ---------------------------------------------------------------------------- On Thu, 15 Jun 1995, Mike Cheng wrote: > On Wed, 14 Jun 1995 Lumbient@aol.com wrote: > > > I get it read between the lines!!! If Impulse is gonna give its source code, > > then that means that either: > > They don't care anymore... > > OR > > Imagine is getting a BIG rewrite!!! > > Sorry lumbient, i think you're about 180 degrees off here. Impulse has > released source code and info on writing *textures*. > Check out aminet /gfx/3d/im3texdoc Lumbient isn't refering to the two refrence docs that Impulse has released earlier, but of the promised $500 developers package. It isn't entirely clear to me if the code included will be a some texture exambles, or the whole Imagine source code. Mike H did make it very clear that there were some scary NDA's to sign when you got the developers package. So they may be releasing more than just a texture and effect example if they require strict security. This will be cleared up in a few days I think. -- IanSmith@moose.erie.net Visit Below! :-) My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 407" link IML-407} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-311 " MSG-311 Subject: Re: Mike H @toc contents Subject: Re: Mike H Date: Thursday, 15 June 1995 02:35:56 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In a message dated 95-06-14 18:49:55 EDT, kmorton@panix.com (Ken Morton) writes: > When you deal with Impulse you deal with a bunch of assholes, I >think anyone who has talked to them knows this by now. They may have a >neat program, and some talent, but that'll only get them so far. Treating >users like shit will cause those users to look elsewhere, where the grass >is greener and there is free coffee and things actually work. Actually I have never ever dealt with anyone at Impulse that was any less than polite. I have called them many times and yes, I did not always get the answer I was looking for, but they are always accessible. I would like to see you get the same kind of treatment from Microsoft that you get from Impulse. Most of the features in Imagine have been put in there because of user request. Do you think you could call up Microsoft and suggest a new feature for Windows? I here a lot of bitching and moaning about Impulse on this mail list. (The majority of the posts are informative and interesting), but Imagine is well worth the money and that is why we are all still die-hard fans. Impulse is a small company and does a great job of putting out a product that competes very well with other higher-end programs. If you want to pay $2995 for Imagine like 3DS, then maybe they can hire a staff to sit and answer the phone all day along with a pub. relations department. And you might get dongle as well. S.G. @{" Thread 296" link IML-296} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-312 " MSG-312 Subject: Re: Mike H @toc contents Subject: Re: Mike H Date: Thursday, 15 June 1995 02:40:29 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In a message dated 95-06-14 18:49:55 EDT, kmorton@panix.com (Ken Morton) writes: >When you deal with Impulse you deal with a bunch of assholes, I >think anyone who has talked to them knows this by now. They may have a Also, Impulse gets trashed for being a little late on release dates. Money doesnt mean anything, look at Microsoft, they are huge, they have been promising for 2 years a new operating system and where the hell is it. O.K. Im finished ranting. S.G. @{" Thread 311" link IML-311} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-313 " MSG-313 Subject: Re: Spline Ed SubGroups @toc contents Subject: Re: Spline Ed SubGroups Date: Thursday, 15 June 1995 05:27:08 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >Yes you can, and it's pretty easy. All you do is go into "Pick Faces" >mode, pick the faces you want to change and select "Attributes" and >change what you want. Note that you can only change Color, Reflect and >Filter values in "Pick Faces" mode. > Don't forget that when you add a brush map, you can also restrict it to a subgroup too! Hmmm...chrome letters with wood sides? Cool! --------------------------------- Fred Aderhold fredster@cyberport.net "Dogs come when you call. Cats have answering machines." --------------------------------- @{" Thread 393" link IML-393} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-314 " MSG-314 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 15 June 1995 08:06:36 From: montvai@achilles.rijnh.nl (Attila Montvai) ---------------------------------------------------------------------------- |Subject: Impulse >When you deal with Impulse you deal with a bunch of assholes, I >think anyone who has talked to them knows this by now. Hi all, I think this flame on Imagine is inappropriate. You can not turn a potato into an orange just argueing how stinky potato it is, or swearing at it why is it not an orange. The argument that they are cheap is a phony one anyway. They are not cheap because they are saints (they like the money like hell) but THEY CAN NOT BE MORE EXPENSIVE. If they try to be - they are dead. To prove that the 'gang at Impulse' (phrase from the manual!) likes the money it is enough to look at the imperssum of the 3.0 manual. Phillip Shaddock writes some sort of a text which is correceted, outlayed, supervised ... by several Halvorson's - and draws money for that twice. 1. As a manual - which is only waist of paper (and an attack against the rain forset), and 2. as a book (essentially a reprint) the same as above. (Anyway he wants to write 'the best(!) introduction to Imagine' again. Now I am curious!) The story with textures is entirely in this line. My working hypothesis is, that they are on the borderline of disappearing from the market so they judge they need every penny they can make (honestly ore dishonestly - is the same) in order to survive. They economise on everything they can - shooting into their own foot every time. So I would not expect anything else. Attila @{" Thread 28" link IML-28} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-315 " MSG-315 Subject: Re: FLC resolution @toc contents Subject: Re: FLC resolution Date: Thursday, 15 June 1995 09:43:17 From: Mark Allan Fox ---------------------------------------------------------------------------- Greetings: In reply to: > > I have a question regarding imagine and TGA's. > > Why does Imagine screw up the left hand first row of pixels in the TGA files? > Actually it's not Imagine's fault (not really). Imagine uses an old flavour of the Targa (TGA) format. The particular flavour they use allows palette information to be stored in a TrueColour image. The problem actually lies with the viewer your using. It's warned that palette information is contained in the image, but it ignores it. So what you probably see is 256 pixels of near-random colours somewhere at the top or side of your image. I guess Imagine requires the palette information so it can display the images in 256-colour mode. Of course, Impulse could fix the problem by adopting the TGA 2.0 standard. This allows all the palette information to be stored after the image data. This would mean that most viewers could completely ignore the palette data. Hope this satisfies your curiosity. Later, Mark A. Fox mafox@acs.ucalgary.ca @{" Thread 290" link IML-290} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-316 " MSG-316 Subject: SPIN & SWEEP @toc contents Subject: SPIN & SWEEP Date: Thursday, 15 June 1995 10:27:20 From: Zdenek Pizl INF 3 FSE ---------------------------------------------------------------------------- Hi all! 1. What's the different(s) between the SPIN and SWEEP. It seems equally I think. 2. Can I change the rotate axis in SPIN/SWEEP effects ?. I try to do some simple skelet of something and then I SWEEP it. If I do the skelet in FRONT/RIGHT view, the result was OK <> in the TOP view --> the result was awful. 3. It is possible to save laticized objects ? I tried to laticize sphere ( stupid, I know :-)) ) and then saved it, but in STAGE editor the sphere was not laticized. What's the matter ? Thanx. Pizi from Decin, Czech republic ( PC Imagine 3.0, DX/2 ) @{" Thread 365" link IML-365} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-317 " MSG-317 Subject: Imagine & OS/2 @toc contents Subject: Imagine & OS/2 Date: Thursday, 15 June 1995 10:33:31 From: Zdenek Pizl INF 3 FSE ---------------------------------------------------------------------------- Hi all! I'm fond of OS/2 version of Imagine. Exists it or :-( Thanx, Pizi from Decin @{" Thread 352" link IML-352} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-318 " MSG-318 Subject: Re: Re Mike H @toc contents Subject: Re: Re Mike H Date: Thursday, 15 June 1995 10:35:51 From: aciolino%rrddts.donnelley.com@planet8.eag.unisysgsg.com ---------------------------------------------------------------------------- >>Mike sent me an E-mail from compuserve yesterday! Hey I thought they don't >>subscribe to the IML!!!! Anyhow, he basically told me that i was full of >thats pretty impressive. I mailed them at the compu$pend account 3 times, and >didn't recieve any reply. >jon >Jonathan Waland University of Essex, UK walaj@essex.ac.uk >A4000/030-25/882-33 14Meg Ram, 540Meg Hard, 2x Floppy, Double Speed CDROM > HJey Jon - take it from someone who knows (that'd be me): You didn't get a reply because you didn't piss him off. I got replies from him when I accused him of writing a sub-standard manual. He was gracious enough to ask if I'd like to be removed from Impulse's Upgrade line and be taken off the mailing list. The CORRET response was: "Oh, we are trying harder to produce more quality products. Any suggestions would be appreciated", and then either 1)do them, or 2)lie, say you've done them, and then throw them out. (MicroSoft does this well). Either way, PACIFY the customer, don't inflame them! (Mike, if you got a copy of this, I'd much prefer you do #1, but at least practice with #2.) And, no, they don't POST in the IML. But they DO receive it. I'm not sure if they have an employee who gets it, or if Mike H. himself gets it. But stuff I've written here suddenly got responsees posted to ME from CI$ from Mike H. I was flattered. Either way, when 3.3 comes out (soon!) we'll see if Imagine delivers again. So far, they've done a great job of Programming, and a really bad job at customer support, although there was a few months where Imagine's Customer Support was going good...sigh.. -AC "It's amazing what one hothead can do to ruin the reputation of a company." -me. @{" Thread 388" link IML-388} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-319 " MSG-319 Subject: Re: Imagine Developers Kit @toc contents Subject: Re: Imagine Developers Kit Date: Thursday, 15 June 1995 12:39:18 From: Mike Cheng ---------------------------------------------------------------------------- On Wed, 14 Jun 1995 Lumbient@aol.com wrote: > I get it read between the lines!!! If Impulse is gonna give its source code, > then that means that either: > They don't care anymore... > OR > Imagine is getting a BIG rewrite!!! Sorry lumbient, i think you're about 180 degrees off here. Impulse has released source code and info on writing *textures*. Check out aminet /gfx/3d/im3texdoc chill... MiKE @{" Thread 307" link IML-307} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-320 " MSG-320 Subject: Another Quickie @toc contents Subject: Another Quickie Date: Thursday, 15 June 1995 12:57:16 From: gregory denby ---------------------------------------------------------------------------- This is no big deal, but I was delighted to stumble on this little technique. I'm not sure what version of Imagine first supported "Latticize," but it now combines nicely with the 3.2 ability to "Fracture" objects (added to the previous use of fracture for edges.) To make a quick, if clumsy "stained glass" panel, create a flat object, such as a primitive disk, or draw out a desired shape and fill in the faces. Copy this. Latticize the first shape using a value of .2 (or whatever). Extrude the results 10 units, shift it back 5 units on the Y axis. Select the second shape, and fracture using a value of .8. Now you have the frame and panels for your window. Add appropriate attribs to each. Have fun Greg Denby @{" Thread 510" link IML-510} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-321 " MSG-321 Subject: Impulse and a tip! @toc contents Subject: Impulse and a tip! Date: Thursday, 15 June 1995 13:05:25 From: Ed Totman ---------------------------------------------------------------------------- I agree completely with Ken's comments below. Aside from a delay in getting 3.2 (which I now have), the people at Impulse have always been curtious, polite, and responsive, especially considering the number of calls and messages they must answer every day. Maybe it's because of my attitude when I call or write, or maybe I've just been lucky every time. :) And now a tip: If you want a quick way to duplicate subproject rendering settings including all buttons except the still/movie path, open the project and then the subproject you want to duplicate, then create/open the new project, then create a new subproject. Bingo! All parameters are the same except the directory paths. Of course you could just enter these parameters in the preferences rendering presets too. Ed Totman etotman@gort.ucsd.edu On Wed, 14 Jun 1995 SGiff68285@aol.com wrote: > In a message dated 95-06-14 18:49:55 EDT, kmorton@panix.com (Ken Morton) > writes: > > Actually I have never ever dealt with anyone at Impulse that was any less > than polite. I have called them many times and yes, I did not always get the > answer I was looking for, but they are always accessible. I would like to > see you get the same kind of treatment from Microsoft that you get from > Impulse. Most of the features in Imagine have been put in there because of > user request. Do you think you could call up Microsoft and suggest a new > feature for Windows? I here a lot of bitching and moaning about Impulse on > this mail list. (The majority of the posts are informative and interesting), > but Imagine is well worth the money and that is why we are all still die-hard > fans. Impulse is a small company and does a great job of putting out a > product that competes very well with other higher-end programs. If you want > to pay $2995 for Imagine like 3DS, then maybe they can hire a staff to sit > and answer the phone all day along with a pub. relations department. And you > might get dongle as well. > > S.G. > > @{" Thread 326" link IML-326} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-322 " MSG-322 Subject: Re: Spline Ed SubGroups @toc contents Subject: Re: Spline Ed SubGroups Date: Thursday, 15 June 1995 13:08:57 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Marty, on Jun 14 you wrote: > Hello All, > I just have a quick question regarding the subgroups. Can you assign > a different attribute to each set of subgroups. For example, have the > front side of the object red while the back is blue and the sides green? Yes, go into Pick Faces mode and then Pick Subgroup, bring up the Attributes Requester and set the new colour. The only restriction is that you can only change the Colour, Reflection and Filter values, the other parameters are ghosted. You can also add a texture and/or brushmap to a subgroup by entering its name in the Subgroup box of the texture/brushmap requester. Its handy for positioning decals etc. to a confined area of an object. --Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 313" link IML-313} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-323 " MSG-323 Subject: Re Mike H @toc contents Subject: Re Mike H Date: Thursday, 15 June 1995 15:32:46 From: Waland J F ---------------------------------------------------------------------------- >Mike sent me an E-mail from compuserve yesterday! Hey I thought they don't >subscribe to the IML!!!! Anyhow, he basically told me that i was full of thats pretty impressive. I mailed them at the compu$pend account 3 times, and didn't recieve any reply. jon Jonathan Waland University of Essex, UK walaj@essex.ac.uk A4000/030-25/882-33 14Meg Ram, 540Meg Hard, 2x Floppy, Double Speed CDROM @{" Thread 318" link IML-318} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-324 " MSG-324 Subject: More Imagine info @toc contents Subject: More Imagine info Date: Thursday, 15 June 1995 15:32:54 From: milan@Dieppe.artmediatech.nl (Milan Polle) ---------------------------------------------------------------------------- Hi all, I was netsurfing yesterday (WWW for the first time) and visited Conny's trace pages, very neat stuff. I couldn't find Tom's pages (I didn't have the address) as there where no links to it. The World Wide Web is definetly very cool (I want a homepage too :) As for the texture information, I never had any help from Impulse other than the texture docfile. I used very little info from a computer graphics book I had (just the basic vector maths) as I hardly could remember anything from maths at school (school is lame, just give me the diplomas). So all you need is some very basic knowledge of C, some info on vector maths and some well working noise routine. The rest is up to your imagination, and neat textures can be very simple, the idea is most important. It would be most appreciated if Impulse was to publish the format of the effects (and surely the global effects) and also of the light textures. Oh yeah, I messed up my graduation too (had very bad luck, Murphy seems to hate me...), I will have a second chance in January next year (I need a syquest bad :( Maybe we should put together some basic demands for Imagine4.0, like working bumpmap tiling (I didn't see that mentioned in 3.2's bugfix list, so it is probably not fixed) and tiling with wrapped mapping, soft shadows, visible spline motion control, motion blur etc. Things that would put Imagine on the level of a complete tracer (and then it probably will be beyond complete). We should also write down the basic anoyances which can be easily fixed, write them down as you encounter them. In the end we should have one list of demands just to have it clear. Just an idea. Back to graduating..... Milan @{" Thread 462" link IML-462} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-325 " MSG-325 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Thursday, 15 June 1995 17:52:43 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- >>I wish microsoft would buy 'em. >NEVER! NEVER! NEVER! Q: How many MicroSoft programmers does it take to mount a lightbulb? A: None. They make darkness a standard. And with that being said; let's finish this thread, OK! *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 281" link IML-281} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-326 " MSG-326 Subject: Re: Impulse and a tip! @toc contents Subject: Re: Impulse and a tip! Date: Thursday, 15 June 1995 18:31:15 From: Ken Morton ---------------------------------------------------------------------------- > > I agree completely with Ken's comments below. Aside from a delay in > > > In a message dated 95-06-14 18:49:55 EDT, kmorton@panix.com (Ken Morton) > > writes: > > > > Actually I have never ever dealt with anyone at Impulse that was any less > > than polite. I have called them many times and yes, I did not always get th e > > answer I was looking for, but they are always accessible. I would like to I didn't write the above. I wrote the rather harsh statements about Impluse, which I stand by. :) k @{" Thread 386" link IML-386} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-327 " MSG-327 Subject: Re: Mike H @toc contents Subject: Re: Mike H Date: Thursday, 15 June 1995 19:15:55 From: bmolsen@bvu-lads.loral.com (Brad Molsen) ---------------------------------------------------------------------------- >Actually I have never ever dealt with anyone at Impulse that was any less >than polite. I have called them many times and yes, I did not always get the >answer I was looking for, but they are always accessible. I would like to >see you get the same kind of treatment from Microsoft that you get from >Impulse. Most of the features in Imagine have been put in there because of >user request. Do you think you could call up Microsoft and suggest a new >feature for Windows? I here a lot of bitching and moaning about Impulse on >this mail list. (The majority of the posts are informative and interesting), >but Imagine is well worth the money and that is why we are all still die-hard >fans. Impulse is a small company and does a great job of putting out a >product that competes very well with other higher-end programs. If you want >to pay $2995 for Imagine like 3DS, then maybe they can hire a staff to sit >and answer the phone all day along with a pub. relations department. And you >might get dongle as well. > >S.G. Here, Here, I agree with all of the above. Especially the insightful line "If you want >to pay $2995 for Imagine like 3DS, then maybe they can hire a staff to sit >and answer the phone all day along with a pub. relations department. And you >might get dongle as well." Apparently, Impulse isn't just the name of the company Mr. Halvorson is the president of but, it is also something he acts on sometimes ;) as we all do. Bottom line is he must be doing something right, otherwise we all wouldn't be spending so much of our time with our faces glued to our monitors playing God. later, Brad xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Almond rocca?!! Ahhh..no thanks, I have a cat! Brad Molsen c/o LORAL bmolsen@bvu-lads.loral.com 13810 SE Eastgate Way Suite 500 (206) 957-3230 Bellevue, Wa 98005 Fax: (206) 746-1335 @{" Thread 302" link IML-302} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-328 " MSG-328 Subject: Dare 2 Imagine Guide @toc contents Subject: Dare 2 Imagine Guide Date: Thursday, 15 June 1995 19:22:13 From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES) ---------------------------------------------------------------------------- Hi to all, I have writen an amigaguide version of 'dare 2 imagine', and Shane give me permission to distribute it so ... anybody who wants it, please mail me and i will send a copy as soon as possible ( my time at the net is very restrictive :( ). See ya... -- +---------------------------------------------------------------------------+ | 'Do not underestimate the power of the Force.' | | | | email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :) | +---------------------------------------------------------------------------+ @{" Thread 341" link IML-341} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-329 " MSG-329 Subject: Re: SPIN & SWEEP @toc contents Subject: Re: SPIN & SWEEP Date: Thursday, 15 June 1995 19:51:05 From: parente@estense.global.it (Pierfrancesco Parente) ---------------------------------------------------------------------------- Zdenek Pizi wrote: >1. What's the different(s) between the SPIN and SWEEP. It seems >equally I think. Not really... simply forget that "SPIN" exists and always use "SWEEP" instead. (Nice way to say "I never used the spin feature and have no idea on how to work out a possible use of it" :^) >2. Can I change the rotate axis in SPIN/SWEEP effects ?. I try to do >some simple skelet of something and then I SWEEP it. If I do the >skelet in FRONT/RIGHT view, the result was OK <> in the TOP view --> >the result was awful. It seems to me You do proved Yourself that SPIN and SWEEP are different. Try using SWEEP instead of SPIN. Anyway. SP & SW always rotate the object along the local Z axis of the object, so You can obtain different kind of rotations by moving or rotating the object's axes only (select "Transform Axes Only" in the Transformation Requester or press the Shft button in interactive mode). >3. It is possible to save laticized objects ? I tried to laticize >sphere ( stupid, I know :-)) ) Why? It could be nice... really! Do You know those nice Chinese lanterns... :^) >and then saved it, but in STAGE editor >the sphere was not laticized. What's the matter ? I think You tried to latticize a mathematical sphere (it's not nice by You to ask this to Imagine :^) Use Add->Primitive->Sphere instead of Add->Sphere. > Thanx. Not at all! Pierfrancesco. @{" Thread 336" link IML-336} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-330 " MSG-330 Subject: Re: Wire-frame rendering @toc contents Subject: Re: Wire-frame rendering Date: Thursday, 15 June 1995 20:50:36 From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES) ---------------------------------------------------------------------------- > > On Wed, 7 Jun 1995 m.rubin9@genie.geis.com wrote: > > > I'm needing to render out some animations in true wire-frame - no > hidden line removal. Is there any way to turn off the hidden line > removal that Imagine defaults to in the project editor? Any ideas of > work-arounds? > > I see some Re: to this but no one mentioned b4 the Ian's EdgeFill.itx I think that this texture will do the job pretty well. :) -- +---------------------------------------------------------------------------+ | 'Do not underestimate the power of the Force.' | | | | email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :) | +---------------------------------------------------------------------------+ @{" Thread 136" link IML-136} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-331 " MSG-331 Subject: Re: Developer Kit Info @toc contents Subject: Re: Developer Kit Info Date: Thursday, 15 June 1995 23:40:31 From: John Grieggs ---------------------------------------------------------------------------- Ian Smith said: > > It is $500 a year to be an Imagine developer. > Per year? Ack! > You get FULL and current source to Amiga, PC and Windows Imagine. > So... What good does it do you? Can you copy parts of it into your own products? If so, then do you need to keep on paying the $500 per year as long as your products are on the market? What if you want to use the source code, or some portion of the source code, or maybe just an idea from the source code, in a product intended for standalone use rather than for Imagine add-ons? Hmmm... The kind of stuff I'd be interested in doing would require actually modifying the source and selling the modified version. Doesn't sound too likely, but unless they put a whole bunch of hooks in various spots, then no AREXX/built-in ISL/flocking/etc. > You also need to pretty much sign statments that make you totally > liable for any damages if you let the code out, even by accident. > Makes sense, can't blame them for this one. Still, I'd be really queasy about signing such an agreement without a clear idea of "damages". I can think of a couple of really potentially nasty ones. Any risk at all of being sued for all of my equity and future earnings would cause me to not sign such an agreement. > It will be released sometime after 4.0 comes out. All current > users will be notified when it is available by a newsletter. > Cool. > So, this all looks pretty interesting. A bit expensive for the > casual programmer, but it will open up Imagine to lots of cool > add ons. Oh, Mike did say that speculating on future products > is a time waster.. but I doubt that will stop anyone. :-) > Yeah, I sure won't be doing this for ISL. :-) Still, it is an interesting development. > -- > IanSmith@moose.erie.net Visit Below! > My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ > Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ > _john @{" Thread 56" link IML-56} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-332 " MSG-332 Subject: Developer Kit Info @toc contents Subject: Developer Kit Info Date: Friday, 16 June 1995 01:11:57 From: IanSmith@moose.erie.net (Ian M. Smith) ---------------------------------------------------------------------------- I talked to Mike H. again about the developers kit and he cleared up a few points I was not sure of. I'v found that Mike can be pretty to the point and impaitent, but hey, he IS the president and not some $5 an hour operator paid to be nice to people. Anyway, here is as much as I know... It is $500 a year to be an Imagine developer. You get FULL and current source to Amiga, PC and Windows Imagine. You also need to pretty much sign statments that make you totally liable for any damages if you let the code out, even by accident. It will be released sometime after 4.0 comes out. All current users will be notified when it is available by a newsletter. So, this all looks pretty interesting. A bit expensive for the casual programmer, but it will open up Imagine to lots of cool add ons. Oh, Mike did say that speculating on future products is a time waster.. but I doubt that will stop anyone. :-) -- IanSmith@moose.erie.net Visit Below! My HP48/Imagine Home Page --> http://moose.erie.net/~iansmith/ Come Visit Africa Imports! --> http://www.cyberenet.net/~africa/ @{" Thread 331" link IML-331} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-333 " MSG-333 Subject: Line o' pixels @toc contents Subject: Line o' pixels Date: Friday, 16 June 1995 03:01:01 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- > Actually it's not Imagine's fault (not really). Imagine >uses an old flavour of the Targa (TGA) format. The particular >flavour they use allows palette information to be stored in a >TrueColour image. > > The problem actually lies with the viewer your using. >It's warned that palette information is contained in the image, >but it ignores it. So what you probably see is 256 pixels of >near-random colours somewhere at the top or side of your image. > Hmmm... The only time I see a line up the left hand side is when I use the Show button from within Imagine. When viewed with other programs, they look fine. --------------------------------- Fred Aderhold fredster@cyberport.net "Dogs come when you call. Cats have answering machines." --------------------------------- @{" Thread 475" link IML-475} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-334 " MSG-334 Subject: Re: Impulse??? @toc contents Subject: Re: Impulse??? Date: Friday, 16 June 1995 03:01:05 From: fredster@cyberport.net (Fred Aderhold) ---------------------------------------------------------------------------- >>>I wish microsoft would buy 'em. > >>NEVER! NEVER! NEVER! > >Q: How many MicroSoft programmers does it take to mount a lightbulb? >A: None. They make darkness a standard. > >And with that being said; let's finish this thread, OK! > Microsoft is a huge company, so we have to put up with thier nonsense, or choose not to. Impulse is a small company, but we love Imagine, so we have to put up with their nonsense, or choose not to. Hey, if it'll make you feel better, make a nice Imagine logo - then explode it... --------------------------------- Fred Aderhold fredster@cyberport.net "Dogs come when you call. Cats have answering machines." --------------------------------- @{" Thread 340" link IML-340} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-335 " MSG-335 Subject: Re: Mike H @toc contents Subject: Re: Mike H Date: Friday, 16 June 1995 03:41:21 From: mrivers@tbag.tscs.com (Michael Rivers) ---------------------------------------------------------------------------- Lu> Mr. Limbient Lu> You are full of )_(@*#$, no one at Impulse ever said these things, we There he goes again, sees all, knows all, ofcourse we either know nothing or are liars... Lu> We will not at this time give phone support to people who want further Never had it, never will. Lu> tech Lu> help, we are putting together a kit for vendors who want to do 3rd party ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Good god! Doesn't Impulse have something better to do? Imagine 4 is supposed to be shipping! The Constant Upgrade(CU) Crap was supposed to be 1 YEAR AND 4 UPGRADES. Currently it is 1 YEAR + .5 MONTHS AND 2 UPGRADES! Everyone should call up Impulse and request a refund unless you like having your strings pulled. It annoys me to great extent to see a comany treat it's bread and butter with such disrespect. They make such wild claims about what they're going to do and don't deliver. (anyone remeber 3.0's feature list, before and after shipping?, the constant update junk etc.) (venting steam) Folks, DEMAND action from Impulse, otherwise we'll keep getting screwed over by 'em. Lu> work Lu> the cost will be $500.00 per year and you will get a complete kit as I doubt it would be a much use(considering the documentation for Imagine itself the total lack of support and respect for their customers). This is another Impulse way to suck blood($cash$) from a stone(Imagine). Lu> well as Lu> the Lu> source for various activities that people have expressed they need. Not for $500. There a few companies or people that would sacrifice $500 for Imagine, especially when they can develope for LW4.0. I suspect that once Essence is converted to LW format, Impulse will lose there most if not all 3rd party support. Lu> Mike Halvorson Lu> President Lu> Impulse, Inc.. Head of customer disservice. -------------------------------------------------------------- | Commodore failure. Press left mouse button to continue | | Guru Meditation $8100000C Task : $416C6920 | -------------------------------------------------------------- @{" Thread 424" link IML-424} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-336 " MSG-336 Subject: Re: SPIN & SWEEP @toc contents Subject: Re: SPIN & SWEEP Date: Friday, 16 June 1995 03:46:13 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Zdenek, on Jun 15 you wrote: > Hi all! > > 1. What's the different(s) between the SPIN and SWEEP. It seems > equally I think. Spin uses the Z axis of the object as the pivot point and the first and last points should be at the same X coordinates otherwise the object will be lop-sided. Sweep, on the other hand uses the first and last points of the outline as the pivot. Z . ------- FRONT VIEW . / . / . / . / . / X................./... . / . / . / . | . | . |_____ . | .--------- . If you Spin this object the top will be closed with its centre offset. If you Sweep it the top will be open and symmetrical. > 2. Can I change the rotate axis in SPIN/SWEEP effects ?. I try to do > some simple skelet of something and then I SWEEP it. If I do the > skelet in FRONT/RIGHT view, the result was OK <> in the TOP view --> > the result was awful. Always make your profile in the Front View as the Spin/Sweep is always in relation to the Z axis. > 3. It is possible to save laticized objects ? I tried to laticize > sphere ( stupid, I know :-)) ) and then saved it, but in STAGE editor > the sphere was not laticized. What's the matter ? I'm always Latticizing spheres, it's fun :-) You can save them and it should be latticized in the Stage Ed. --Bob : Robert (Bob) Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 349" link IML-349} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-337 " MSG-337 Subject: Re: Atmosphere @toc contents Subject: Re: Atmos