CompuServe Thread

#Handwriting Script

15 messages in this thread
#158887From: Mike KelleyMar 14, 1995 12:02 PM
I uploaded a PRJ file that had a script embedded to show another way of doing automatic writing (because I've been annoyed that all the traditional ways seemed to rely upon using AniPro when I like to stay within 3DS). Anyway, even though I had specific instructions in the script on how to use it, I didn't say anywhere that the script was embedded in the project. (It was late last night and I was very tired). Anyway, I was thinking it's not that great a script fragment anyway (I simply added a few lines to the PathMan script) so maybe only the general principle should be posted. This procedure makes auto writing (or, with the use of spheres, flowing liquids) easy to do totally within 3DS, and if someone wants an even better (smoother) look they can use the same technique for generating an animated opacity map.
#158929From: Jonas Ruikis [ADESK]Mar 14, 1995 4:14 PM
Hi Mike, << This procedure makes auto writing (or, with the use of spheres, flowing liquids) easy to do totally within 3DS, and if someone wants an even better (smoother) look they can use the same technique for generating an animated opacity map..>> The script sounds interesting. You may want to upload a *.3ds & flic demonstrating the various scripted effects. Looking forward to seeing it. jonas[adesk]
#159061From: Mei-Tien HsingMar 15, 1995 7:44 AM
Mike, I will download the handwriting script, it sounds really neat. Mei-Tien
#159203From: Mike KelleyMar 15, 1995 8:54 PM
Actually, I'm so embarrassed I'd rather not talk about it. Using an animated opacity map on an object with lofted mapping coordinates (documented well in IR4) is the only way to go. In that case the only real trick is to make the animated map — just make a white illuminated material rectangle move across the screen the desired number of frames. Took me all of about ten minutes. For anything 3 dimensional (water, wire, etc.) just have a hemisphere follow the path as well (to cap it). (I was brain dead that night).
#159277From: Mei-Tien HsingMar 16, 1995 7:44 AM
Mike, Well, I also wish to eliminate the AniPro for the animated texture map. I did download the project file and found the script was empty. Anyway, it is worth trying for new ways. Mei-Tien
#159339From: Mike KelleyMar 16, 1995 1:35 PM
>I also wish to eliminate the AniPro for the animated texture map Yeah, and that's what I was getting at. Just create a white rectangle (in 3DS), assign it self illuminated white, and slide it across the screen the desired number of frames. Render it to a FLC for your animated texture map — no AniPro needed. My script is embedded in the PRJ — just go to Scripts, use the Embed option, and extract it from Object01. At the moment it's only an interesting concept that I can't think of a very good use for.
#159349From: LEE STEELMar 16, 1995 2:10 PM
I tried out your script. Is the disk supposed to scale itself along the path? If so I couldn't get this to happen. After executing the script I still just have the disk following the path. -Lee
#159399From: Mike KelleyMar 16, 1995 9:11 PM
You need to follow the instructions in the script. The disk doesn't scale itself — while that probably could be added to the script, the basic idea was just to have your path scaled correctly (or scale the initial object yourself). By using snapshow you get the disk objects and then use the script to hide. As I said, though, I can't really think why you'd want to use this as using an opacity map is so much better.
#159455From: Mei-Tien HsingMar 17, 1995 7:15 AM
Mike, Thanks for your explanation. Mei-Tien
#159452From: Larry MintonMar 17, 1995 7:00 AM
A cheating way to make a 2s or 3d animated map is to have a object follow the path, and in video post have the first entry being the keframer, and the second entry the targa file generated by vpost on the previous frame. You'll need to created a set of files with the output file names before you do this. This method is also a Q&D way of doing fading tails.
#159456From: Mei-Tien HsingMar 17, 1995 7:17 AM
<the second entry the targa file generated by vpost on the previous frame> Gee, how do you specify that in VP? Mei-Tien
#159819From: Larry MintonMar 20, 1995 8:12 AM
I create a dummy tga file called file0000.tga (or whaever), and then copy this file to file0001.tga, file0002.tga, etc. In VP, you you just specify file*.tga on a layer. When you render, set your output file name to file.tga, and say it's ok to overwrite the previous files. LAM
#159852From: Mei-Tien HsingMar 20, 1995 12:41 PM
That is a good trick. Thanks a lot! Mei-Tien
#159542From: Jim LammersMar 17, 1995 3:25 PM
>>A cheating way to make a 2s or 3d animated map is to have a object follow the path, and << Genius idea! Thanks! Jim
#159820From: Larry MintonMar 20, 1995 8:12 AM
I do my utmost to use and abuse any and all software products I use <g>. LAM