#Handwriting Script
15 messages in this thread
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.
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]
Mike,
I will download the handwriting script, it sounds really neat.
Mei-Tien
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).
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
>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.
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
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.
Mike,
Thanks for your explanation.
Mei-Tien
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.
<the second entry the targa file generated by vpost on the previous frame>
Gee, how do you specify that in VP?
Mei-Tien
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
That is a good trick. Thanks a lot!
Mei-Tien
>>A cheating way to make a 2s or 3d
animated map is to have a object follow the path, and <<
Genius idea!
Thanks!
Jim
I do my utmost to use and abuse any and all software products I use <g>.
LAM