CompuServe Thread

#PAR, 3DS read from.

14 messages in this thread
#111473From: Mitch GatesJul 6, 1994 1:05 PM
Yet another PAR question. When I try to use 3DS video post to composite some of my PAR anims it will only read the first frame from each animation. I have the pxp PAR controls set to: Targa,start frame 0,frames, and incremental. What am I doing wrong? -Mitch
#111493From: ALAN IGLESIASJul 6, 1994 3:51 PM
Mitch, have you tried an .IFL file? -Alan
#111517From: Mitch GatesJul 6, 1994 5:58 PM
Yes, right after the DPS tech told me to. He said the inability to read the TGA sequence was a bug in 3DS r3. Well, guess what? The .ifl crashes 3DS, either when counting the frames after designating it in the Video Post entry or when it goes to load image file on the first frame of rendering. A series of dots appear across the top of the screen and I lock up. AAARRRRGGGHH! Help. -Mitch
#111523From: ALAN IGLESIASJul 6, 1994 6:28 PM
Well, Mitch, I haven't done this myself yet (and I've REALLY got to), but here's a message from the PARDRV.exe main-man GusG, who shed a little light recently: ************************************************************************ The PAR Driver operates in two output modes. In its default mode, you "see" the files in their native PAR format (*.STL for stills and *.ANI for animation). By that I mean that if you do a DIR of the PAR drive you would see a bunch of files with either STL or ANI extensions. This mode is used primarily for backup. When you copy a file out of the PAR into another media, you will be copying a PAR native format file, or, in other words, you would get the file exactly as it is saved in the PAR drive. The second mode of operation is what I called TARGA mode. In this mode, when you do a DIR all you get is TGA files. The physical data itself never changes. It's just when you copy the files out of the PAR into your hard disk that the files get converted from PAR native format back to Targa format. Besides the "Export Mode" option, there is a "Frame Number" option. This is necessary in order to address a specific frame in an animation. There are three possible modes of operation. "Do Nothing" mode, the default, will give you only the first frame of the animation. "Automatic Increment" will give you the current frame and each subsequent read the following frames. This means if you, for instance, were to type: COPY P:\MYANIM.TGA C:\IMAGES\FRAME000.TGA COPY P:\MYANIM.TGA C:\IMAGES\FRAME001.TGA COPY P:\MYANIM.TGA C:\IMAGES\FRAME002.TGA Each FRAME??? would have the appropriate frame sequence. Working this way, all you need to do is to tell 3D Studio to use that "Targa" file as a map or whatever. Each time 3D Studio will read that file it would receive a new frame. This is also interesting when using Aldus Gallery effects with a script. As you can't give a new file name each time, you just run the exact same script over and over. Each time Gallery effects reads an image out of the PAR it gets a new frame. It is possible to tell the driver which frame is going to be the next frame at any point in time. So, for instance, if you want to do the above but you want to start at frame 50, you would tell the driver the next frame is 50. When the "automatic" increment reaches the end of the animation it wraps around back to Zero. The third mode of operation is "Get the Frame Number from the Filename". In this mode, I will take a look at the last (up to) 4 digits of the given filename and extract a number from it. I will use that as the frame number. For instance, if the animation is named ANIM0000.TGA and you type: COPY P:\ANIM0049.TGA C:\IMAGES You would be copying the 50th frame of the animation (0000 is the first frame unlike 3D Studio's Keyframer numbering system! <g>). This is the mode to use when an IFL file is used. It allows you to read the frames in any order you want. All of these modes and flags and parameters are accessible either through command line options or from within 3D Studio. Along with the package you get a PXP which functions as a little control panel for the PAR driver. Coffee anyone? ****************************************************************************** I hope this helps a little, Mitch. The crash could also indicate a memory problem. Are you using QEMM386? If not, you probably should be. Gus did! -Alan
#111550From: Mitch GatesJul 6, 1994 10:10 PM
Alan, Thanks for your response. I am aware of the technique to use when accessing the PAR anim as a series of targas. Even with the pxp setting at TARGA, START FRAME 0, and INCREMENT all I can get is the first frame from the anim. DPS said it was because of a bug with 3DS3 and didn't occur with r2. I'm going to try the .ifl approach again with the settings as you suggested (I was still using incremental) next time, but I ended up doing what I had to do by doning my transitions and fades with video post and splicing them with the actual anims using the PAR controls. It was slow going and tedious, but it's over. One question, have you got the incremental targa read from the PAR to work in 3DS3? Thanks once again -Mitch
#111576From: ALAN IGLESIASJul 7, 1994 12:19 AM
No, Mitch, I have not tried it yet. The rotoscoping I have done involved de-interlacing the files ('cause of field distortion), so I went ahead and changed them all to TGAs first anyway. I hope you get this figured out. I'm pretty sure *someone* around here has done this with r3 — anyone?? -Alan
#111609From: Mitch GatesJul 7, 1994 7:55 AM
It's me once again. Now things are really going crazy. I havent changed any thing but now when I render a anim to the PAR drive it stops before saving the second frame and gives me this message "cannot open file, fish0000.tga (or whatever the anim is named) This is happening for every anim even when I'm not trying to read from the PAR. Also, when the PAR drivers are loaded and the PAR drive is in my maps path I lock up with the same dots across the top of the screen as when I tried the .ifl's. This all started last night after my first attemppt to use an .ifl in video post. I hope DPS will have an answer since this makes my PAR totally useless. -Mitch BTY- After I use the DPSPAR PXP I can no longer exit to DOS window. MY system freezes and I have to reboot.
#111648From: ALAN IGLESIASJul 7, 1994 10:03 AM
It definitely sounds like you are having memory problems, Mitch. I asked if you were using QEMM386, are you? This is very important, as 3DS, PARDRV.exe, and the PXP all need to properly share available memory to work together. It does not sound as though this is happening in your machine. The "cannot open file" message from the PAR probably means your PAR drive is in need of an optimization. If that doesn't do it, back up your existing ANIs and format the thing. -Alan
#111929From: Bryce E. WhitesideJul 9, 1994 10:58 AM
Hi Alan, I am assuming with the PAR drivers, that even though the files are in the native PAR format, one can backup files to tape drives like a Colorado Jumbo 250. Will backup software like Colorado's and Central Point PC Tools just see the PAR as another DOS drive. For those of us that have thought about adding second and third harddrives to increase our storage capacity for 3DS, the PAR would seems to make sense for a few dollars more than a SCSI-2 controller/Harddrive combo. It would also serve and a virtual VTR for all the versions of an animation until client approval, without the single frame pencil test hassles. And just think of those constantly updated VHS demo reels that everyone wants. Bryce W.
#111974From: ALAN IGLESIASJul 9, 1994 10:25 PM
Hello Bryce, You shouldn't have any problems backing up .ANI files directly to the Colorado, although I've heard of problems associated with restoring them. Just restore them to a regular DOS drive first, and you should be fine. Not only does the PAR system serve as a great client approval platform, many clients will accept PAR animations as finished product, especially when recorded directly to BetaSP via the CAV outputs. -Alan
#111997From: Bryce E. WhitesideJul 10, 1994 9:59 AM
Thanks Alan, I think I have single framed myself to death!!! This thread caused me to reread your article in Bill Allen's 3D Artist Magazine more intensely. Your article was well written and very informative. To bad more of the trades didn't commission end users instead of general reviewers to do these reviews. I don't have to read between the lines when I read Bill's trade mag. Computer Video (sister trade to TV Technology) just had a good article also on the PAR in their June Siggraph issue. Take care Bryce W. CF/X Image, Inc.
#111660From: KURT MACEYJul 7, 1994 11:24 AM
When using the PAR system as a source for rotoscoping the setup that works for me is to use an IFL list. (In the 3DS3 Dir an program called MAKEIFL works great for this) Make sure your PAR setting is set to _Filename_. And the ANI file _must_ be named so that the last four digits are 0000. (If you use anything else you will most likley get the same frame over and over.) Your IFL also needs to start with frame XXXX0000.TGA (the four zero's are the important part). If these settings don't work, you can give me a call at (503) 292-5119. My company Oregon Data Products sells the PAR system.
#111738From: Mitch GatesJul 7, 1994 8:49 PM
Well, guys…..I reinstalled my PAR software and did an optimize of the drive. Things have improved some. I can now save to the PAR again and .ifl's seem to work also. Still one strange thing(suprise, suprise!) I followed someones advice about setting the settings at the DOS prompt using the PARDRV command and leaving the PXP alone. This let me read incrementally from the anims, but it is skipping every other frame without fail! This happens with every animation I've tried. This is getting crazy. My next mission is to dump EMM386 and get QEMM. Hope that helps. -Mitch
#111722From: Don LandisJul 7, 1994 6:26 PM
Mitch, just so you have some company here. I also have the problem of system locking up after loading the DPSPAR.PXP and attempting to port out to the dos prompt. I very seldom use this so I didn't think much of it. I'd be curious as to what you find corrects this bug. Could be something you and I are doing in our memory managers that is not right. Let's see if anyone else has this problem as well. Other than that everything seems to be working properly here. My normal SOP here is to first render to my hard drive then convert the TGA's to the par ani file after rendering. I do this because I always seem to be tinkering with individual files for retouch work before the animation phase. Consequently, I don't have much use for NDUMP either.