CompuServe Thread

#Object onto Path

7 messages in this thread
#104286From: GARRY HARGREAVESMay 27, 1994 3:21 AM
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
#104299From: Accu-WeatherMay 27, 1994 7:51 AM
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?
#104776From: Scott KildallMay 30, 1994 4:06 PM
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
#104852From: Accu-WeatherMay 31, 1994 7:17 AM
Interesting and informative. Thanks.
#104310From: Jonas Ruikis [ADESK]May 27, 1994 8:44 AM
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.
#104432From: GARRY HARGREAVESMay 27, 1994 7:05 PM
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
#104318From: Thomas O'DeaMay 27, 1994 8:49 AM
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.