CompuServe Thread

IPAS3 Questions..

12 messages in this thread
#104041From: BITSMay 26, 1994 5:47 AM
Hi Gary, I know that I can use scatter to randomly distribute a number of boats across a wavy sea. I can also get the boats to float nicely by adjusting the pivot point. How would I get each of these boats to bob up and down – following the changing surface normals of a rippling lake? If I wanted a hole in a skinned vase, would I have to use opacity and shininess mapping? I keep getting error messages at render time if I do a boolean. The ipas3 routines are quite outstanding – Well done!! Have you seen the cover image on the latest 3D Artist? Do you know if Steve Sherer (whatta guy!) used skin on the characters?
#104074From: David J. MarksMay 26, 1994 9:43 AM
>> How would I get each of these boats to bob up and down – following the >> changing surface normals of a rippling lake? Create a scatter object for each of your ripple morph targets with the same scatter settings. Morph between your scatter objects on the same frames as your ripple morph. Since the scatter objects weren't manipulated on the vertex level, you will have to reposition your morph object to match the position of its morph target.
#104076From: Yost GroupMay 26, 1994 10:04 AM
David answered your scatter question perfectly. Re putting holes in skinned objects, the only way to do that is with opacity/shininess mapping like you mentioned. Re Steve Sherer's cover of the last issue of 3DA… very amazing image, but it was done a long time ago, before skin existed. He's quite an incredible modeler. – G
#104078From: Yost GroupMay 26, 1994 10:06 AM
Check out David's reply for your bobbing boats. As for the hole in your vase, you'll have to use an opacity map. As we say in the docs, you can't alter the vertex count of your SKIN template without invalidating the skinning. You can move them, but you can't add or delete. – Jack
#104293From: Thomas O'DeaMay 27, 1994 7:25 AM
I don't use/have SKIN, but it seems to me the inability to use boolean subtractions and skinning could get frustrating. Can you skin an object that has already been b-subtracted, or does the skinned object need to have a completely uninterrupted surface… wow, these things are incredible.
#104331From: Yost GroupMay 27, 1994 9:54 AM
Skinned objects can't be booleaned. Skinning non-CSG booleans is unbelievably difficult.
#104337From: Yost GroupMay 27, 1994 10:08 AM
SKIN uses a lofted object as a "template" over which a Bezier patch is hung. (You can use other types of meshes besides lofts.) Once you've got your template, you can adjust any number of parameters that affect the patch — such as whether it's open or closed around the perimeter or length, the complexity of the patch mesh, its tension, the type of spline used, etc., etc. And, you can change these settings at any time before rendering — without having to recreate the geometry. In addition, using another IPAS utility that comes with SKIN, you can slice your template object into layers, which can then be animated — either hierarchically or individually — while the rendered Bezier path stretches over the animated segments. The vertices of your original template object can be moved, but they can't be deleted or added to. With all of the other fantastic possibilities using SKIN, the lack of Booleans is not a big deal. (Besides, if you count on Booleans for most of your modeling, you're doing something wrong. <g>)
#104858From: Thomas O'DeaMay 31, 1994 7:44 AM
Ok, let me make sure I've got the slice/skin thing together. For example, in the mouse image (from the catalog), if you skinned the sliced mouse, you could then take those discs that make up his body and move them left to right and the "skin" would stretch with it? Could a routine like that be used to simulate, for a pitifully non-creative example, an alien trying to come out of the mouse's stomach?
#104884From: Yost GroupMay 31, 1994 9:47 AM
Your first question is correct. Re making an alien coming out of the mouse's stomach, I'm not sure exactly what you want to do there — so it'd be hard for me to answer. – G
#104894From: Thomas O'DeaMay 31, 1994 10:52 AM
Re: Alien / Stomach thing (as an example). If you took the top slice of the mouse's midsection (there is a large gap in the demo's photo) and moved it a good distance to the right, the skin would stretch from the correctly placed hip, to the skewed waistline, and back again for the chest, right? I'm still stuck on which disk to get first. It'd be nice if poor non-professionals (yet) like myself could by IPAS' individually, but if you did that, you wouldn't be much of a company, huh? <g>
#105092From: Yost GroupJun 1, 1994 10:24 AM
Yup. It would stretch as you moved the x-sections around. – G
#104366From: M. G. BATCHELORMay 27, 1994 12:13 PM
While you can't boolean operate on the lattice for Skin, besides everything that's been said, one of the benefits of Skin is in the potential simplicity of the lattice. Talk about FRUSTRATING, try modeling a complex object at the vertex level, with thousands/tens of thousands of vertices – what a pain! With Skin, your lattice for a very complex object may just require a few/few hundred vertices. This is a signifigant time-saver, besides the very nice rendered results you'll achieve.