#Object onto Path
7 messages in this thread
Hi 3DS persons,
I'm having difficulty positioning an object exactly on the path in
the KF. Usually the path vertices end up being in the centre of the
object…..(say a simple cube)….I wish to attach the object (cube)
so that all the paths vertices are the back of the object. I'm
missin' something simple… Also does someone know the diff between
Motion-JPEG & MPEG? Any help would be great-ThanX
In the 3D Editor, select the object's faces and move the faces away
from the objects center till the path's vertices are on the back of
the obj.
Motion-JPEG vs. MPEG? I know MPEG is based on the pixel differences
between frames; compares frame 1 to frame 2 and whatever is the same
doesn't need rewritten/recalculated. This leads to the elimination of
individual frames ie. you can't go into an MPEG file and pull out
frame X. You would have to composite several frames to get a complete
image.
For motion-JPEG? Is there a difference between JPEG and Motion-JPEG??
JPEG looks at individual frames and looks at scanlines/rows of pixels
and employs the same logic ie. compare pixel 1 to pixel 2 and
whatever is the same…
Please, everyone, jump in and correct me if I'm wrong cause I'm just
learning this stuff too.
BTW, How's that baby, dad?
Hi Wade,
Right-on in general… a little more info here from Craig Birkmaier's article
in the January "Videography". He got this from the folks at Sarnoff labs. All
errors of interpretation are strictly my own. <g>
Both JPEG and MPEG rely on intra-coded pictures, or "I" frames. All compression
is based on the internals of this one image. It uses the discrete cosine
transform to measure variance of color from one pixel to its neighbors within
an 8×8 block. High compression rates here cause the "blockiness" seen in some
JPEG images.
Motion-JPEG algorithms also use this DCT intra-frame compression scheme. I
believe, but do not know, that Motion-JPEG may use some type of differential
across time as well. This would require that a fully-coded "I" keyframe be sent
at regular intervals. As you point out, delta frames cannot be pulled out
directly; they would need to be calculated from the previous keyframe.
MPEG uses DCT algorithms too, but introduces a few optimizations. "Macroblocks"
consist of four 8×8 blocks of luminance data and the two corresponding 8×8
blocks of chrominance data. Macroblocks are formed into horizontal "slices".
These larger units are used for the prediction of motion of objects within it.
iow, suppose there's a red ball moving across the screen. Motion-JPEG would
code how each pixel changes. MPEG would code the motion of the ball across the
macroblocks. This is similar to the way that a graphic program blits sprites to
a screen, but works in the noisier environment of video.
MPEG uses two types of frames in addition to the fully-coded "I" frame above. A
"predictive-coded picture" ("P" frame) generates its image from delta'ing a
past frame. This is similar to the way FLCs and PICS work.
A "bidirectionally predictive coded picture" ("B" frame) works from both the
prior and the following keyframes. This allows it to not only predict the
motion on the interpolated frames, but also to predict how the shading on the
object will change. It gives the most efficient compression ratios, but
requires a buffer to store the additional keyframe, and I suspect a bit more
processing muscle. This "B" frame interpolation would help in low-throughput
situations, like a CD-ROM or telephone line.
The way that these various frames are stored and read is not standardized yet,
however. Right now on the PC, Sigma Designs has the ReelMagic MPEG board, and
there's also a XingIt Board which features a different MPEG implementation. On
the Mac there's a freeware MPEG reader called "Sparkle", and there will be
support for MPEG in QuickTime 2.0 this summer. But it's still a bit
wild'n'wooly out there on the compression frontier.
Whoof! Sorry to go on for so long, and apologies in advance for any distortions
I may have introduced, but hope that the above is of interest!
Regards,
John Dowdell
Macromedia Tech Support
Interesting and informative. Thanks.
Garry,
<< I'm having difficulty positioning an object exactly on the path in the KF.
Usually the path vertices end up being in the centre of the object…..(say a
simple cube)….I wish to attach the object (cube) so that all the paths
vertices are the back of the object. I'm missin' something simple…>>
Keyframer-Hierarchy_Object Pivot-(parent object) on frame 0 and place
it on the back of your object. The Paths-Get [Shaper|Lofter|Disk]
will place the path on the pivot point.
ThanX for the reply Jonas,
(object 2 path)
I've been using Digimation Bubble AXP to leave a trails of bubbles
behind some text (the object) which is swimming under water.
However, because the text object automatically locates or hooks
itself so the path vertices are in the MIDDLE of the object the
bubbles come out the middle of the text…*sigh*…Not at the rear
end (as one would expect) <g>
The Bubbles look great, so if I can get each vertice of the path to
be at the rear end of the object – I should be in business…
For some reason I'd always thought of Hierarchy/Place Pivot for pivot
to rotate limbs and other bodly components.. ThanX for the tip, I'll
try it today CU GH
I don't know a whole lot yet, but I think that has to do with
the "Pivot Point" option under the Hierarchy menu. Choose Object
Pivot, select your "cube" and place it at the back… I think this
will give the effect you want. But, who knows, I'm pretty new to
this.