CompuServe Messages

#SKIN on a jumping box

    20-Jan-95 21:26:16
Fm: Yost Group 76702,413
To: Jeffrey Lerer 74073,244
Yup, it's true that you can only render single-object and hierarchically-linked skinned objects from the materials editor. The prefix method isn't allowed (and at the moment, I forget if it's a 3DS core or skin.axp problem). I'll run it by Darrel when I talk to him next and he can remind me about it. Regarding gamma… It sounds like you're rendering with gamma off (linear 1.0 gamma) and then using that image in the vp queue. That means that when it comes back in, the gamma is inverted, which (since it was written at 1.0) keeps it at 1.0. File Input Gamma didn't have to do anything, since it was linear to start with. (FIG takes whatever is coming in, then inverts it to make it linear inside of 3DS before it re-corrects it on the way out.) Regarding Pennello, I can't really comment on how it uses gamma, since I'm not familiar with it. Perhaps the Xaos guys can clue you in. Finally, the best way to run gamma tests is by taking a smooth grey-scale gradient and using that as a source through your queue. By watching what happens to the grey-scale, it becomes very obvious what's happening to the gamma. – G