CompuServe Thread

#VistaPro

46 messages in this thread
#54935From: Mike KelleyAug 26, 1993 10:22 AM
>then GIF -> DXF with a shareware program and then into 3DS I think I've used this shareware program before — but due to the way it wrote the face normals (or something like that — I'm NOT a 3DS expert) you couldn't "see" the faces in the Keyframer (you could in the 3D design, however) so you really couldn't do paths, etc. >In my case, I'll be (am) using the exported DXF to POSITION my 3DS work exactly >into the landscape, then throw away the terrain in 3DS and Video Post the VP >animation with the 3DS one Now this sounds more like it — no need to have the object there during drawing (that's what I'd buy VP for) as long as I could have it (and see it) during keyframing my 3D stuff. You talk as if you are using a beta of VP4 — is that correct? Are the files really as huge as John says they are? Even importing a file for temp keyframing use that big would be daunting — not to mention disk space.
#54975From: David TaffetAug 26, 1993 1:57 PM
>face normals … couldn't "see" the faces in the Keyframer< Ah, yes, I recall this problem. Didn't realize you were the same person. I still don't understand why you have trouble with this, I have never. I've even done fly throughs, though they're not as easy to make striking, visually, as in VP. VP4 does make files as large as expected. However, one has the ability to draw a box and export only what's in the box as a DXF. To take an entire DEM into 3DS would make it s – l – o – w, I think. <g> DT
#55030From: John K. JordanAug 26, 1993 8:14 PM
Mike, >>GIFDXF: flying blind in the Keyframer… The problem of invisible faces in the Keyframer is because the program specifies all lines as "hidden" (except for the border) as it creates the DXF file. I wrote and uploaded a program a long time ago, (DXFUH.ZIP, I think) that will preprocess the DXF file and unhide all lines. When you load the processed mesh into 3DS, all lines (including the diagonals) will be visible. It is painless and it is free. JKJ
#55091From: Mike KelleyAug 27, 1993 10:28 AM
Thanks, John, I remember this — I took six months off from 3DS (due to software projects of my own) and kind of stopped my pursuit of making terrain that way (I also got the Yost routines which do a fractal surface kind of nice). I guess I'm trying to come up with some sort of all purpose terrain generation that suits my animation needs. I'd love it to be as detailed as I understand VP to be, but if I have to go through all kinds of conversions to get there I'm not sure just how much it is worth it. But we'll play around and see — thanks again for the effort of writing such a program and making it available.
#55172From: John K. JordanAug 27, 1993 9:51 PM
Mike, >>VistaPro and 3DS… VP is a lot of fun, and capable of some very realistic detail. Now if we could just get our 3DS buildings & stuff into VP or the fantastic VP terrain, textures and colors into 3DS, the combination would be useful as well as fun. I think VRLI is about ready with a VP -> DXF converter and thinking about how to output bitmaps effectively for 3DS use. It may get interesting soon… I took the liberty of sending the DXFUH.ZIP file to you by email in case you want it – it seems to have been deleted from the forum library. JKJ
#55163From: Tim c BrananAug 27, 1993 8:36 PM
It doesn't seem to be around anymore, though. I looked for dxfuh.zip a few weeks before siggraph, and couldn't find it. Of course it could also have been some sort of brain spasm too. If it is still there, and I just missed it, let me know.
#55171From: John K. JordanAug 27, 1993 9:51 PM
Hey Tim, Great to meet you at Siggraph. I guess you made it back to the north country OK? And living in Gus's neck of the woods – wow! >>po' little lost DXFUH.ZIP… You seem to be right about DXFUH.ZIP – I couldn't find it in the libs either. I guess it wasn't deemed useful enough to keep around? <g> Anyway, I took the liberty to email it to you. I'll send it to Mike Kelly too. Anyone else want a copy? JKJ PS. Too bad about the musical chairs at the event. Up against the dude with the attitude – you were amoung the gracious and uprooted! Great evening, regardless.
#55287From: Kurt McKeeverAug 29, 1993 2:22 AM
John, Hi, a copy of the DXFUH utility is exactly what i need. Could you E-mail a copy to me. Thanks I am doing some test for an underwater terrain model and I was going to look for just such a utility! What a coincidence. Kurt McKeever 72202, 3562 -Frame of Mind-
#55691From: Tim c BrananAug 31, 1993 8:13 PM
Thanks for the upload. It should work until I can get a TIN package here at work, then I can make landscapes to my hearts content.
#55182From: John TissavaryAug 28, 1993 1:21 AM
Off the subject, but, Hi! It was great to meet and chat with you at the various Siggraph/3DS affairs. Look forward to connecting with you at future occasions. John Tissavary (La Luna cie)
#55692From: Tim c BrananAug 31, 1993 8:15 PM
Hello to you, Ditto about meeting you at Siggraph. BTW, what is the (La Luna cie) mean? I seem to be at a loss, please enlighten. Talk to ya later.
#55694From: John TissavaryAug 31, 1993 8:41 PM
>>…what is the (La Luna cie) mean? I seem to be at a loss, please enlighten…<< La Luna means "The Moon" in italian, "cie" is the french abbreviation for Company, although it is used widely in other western european countries to denote the same. I chose it as a whatchamacallit for "lunacy/The Moon Company". Regards, John Tissavary (La Luna cie)
#55834From: alec jasonSep 1, 1993 5:53 PM
John, FWIW: To make your business name just a bit more sensible (I know you don't want it to be completely sensible!), I'd suggest that you capitalize the "c" in cie. Alec Jason
#55898From: John TissavarySep 2, 1993 5:33 AM
It's a tough call on the "cie" part of my company name. It is, actually, supposed to appear in superscript, not capitalized at all. Naturally WINCIM won't do superscript so you guys get to see a confusing version of the name. Next time I see you (Siggraph or some such thing) I'll give you a buisness card and you'll see it's not really that bizarre. Regards, and thanks for the tip… John Tissavary (La Luna cie)
#55373From: John HinkleyAug 29, 1993 8:37 PM
Mike (and anyone else who's interested), A typical "good" Vistapro image consists of 1 to 10 _MILLION_ 3D polygons. I have rendered images with as many as 150M polygons. The density of the polygons varies with the camera position. For instance, a tree near the camera will be be generated with many more polygons than a tree that is far away. So, in a sense, each scene of a VP3 animation is a seperate 3D world unto itself — although they're all related of course. Vistapro is designed to render realistic (or not) looking landscapes, it's not a general purpose 3D renderer. It has many optimizations and limitations based upon this goal. 3DS does what it does very well, but it's not designed to do what Vistapro does. That said, I'm am currently adding DXF as an output format to Vistapro. I expect this feature will be used as David Taffet indicates: Use the DXF landscape as a guide for placing other objects and generating camera paths, then either throw away the landscape or use it as a matte. Then use a Vistapro image(s) as a background(s) and use 3DS to render the foreground(s). The one thing you won't have is accurate shadows cast upon the Vistapro background. I spoke with Gary Yost a few days ago and he indicated that "shadows on mattes" was on their wish-list for 3DSr3 but it didn't make it. Oh well, maybe in rev 4! When saving a landscape as a DXF file you have control over the amount of detail and the area covered (always rectangular though) by the DXF file. If the indicated area will turn out to be more than 64K points or faces (the limit for a single object in 3DS and AutoCAD) Vistapro will automatically save it as several smaller objects. As the code is currently implemented, you will not have "smooth" joints between the seperate objects (for those of you who will want to actually render the landscape) but I _DO_ have a painless solution for that. Well, painless to you guys anyway! If you want to, you can save several small areas out in high detail and they will be loaded into their proper locations (relative to each other) by 3DS. The DXF objects I create do not contain the 3D trees or 3D fractal detail that Vistapro generates. Even so, the DXF files are very large: A small Vistapro landscape at "full" detail (polygon size 1 for those of you who use Vistapro) makes a 15MB DXF file with 66000 points and 130000 faces. A huge landscape is 1M points, 2M faces, and a 250MB DXF file. If I saved out all the trees and fractal detail in that 150M polygon rendering that I mentioned above would make a DXF file of around 60GB! One small consolation though: once you have loaded the DXF file into 3DS you can save it out as a 3DS object and it will take up only 1/5 as much space. Some other things in the works include the ability to save the colors (that Vistapro would have put on the landscape) as a TGA, PCX or GIF file that you can use as a texture map in 3DS. These too can grow very large if you want lots of detail. I also plan to create utilities to translate Vistapro Camera scripts into 3DS format and vice versa. I may add the ability to load the DXF objects that I save — but generally not other DXF files. The executables I sent to a few people for testing was named VP4.EXE but I did that just be sure they didn't accidentally overwrite their existing VP3.EXE. VP4 won't ship until sometime next year, but I'm considering a 3.1 upgrade for those of you who need some of the new features sooner. Enhancements that are already in it are: optimization for the Pentium, smoother animations at slow camera speeds and DXF output. Later on I plan to add anti-aliasing, maybe field rendering, and the ability to have Vistapro spawn a batch file after rendering and saving each frame of an animation — this will give you the ability to process the last rendered image, send it to a single frame recorder, whatever you can do from a batch file. I'm open to suggestions and input from anyone… Please keep in mind that Vistapro is MUCH less expensive that 3DS — so don't expect me to do everything that it does! John.
#55389From: ALAN IGLESIASAug 29, 1993 11:20 PM
As a long-time VP user, I applaud everything you're doing for VP4, John. Keep up the great work and I'll be looking forward to VP4! -Alan Iglesias
#55434From: SyndesisAug 30, 1993 9:57 AM
How can you match the smooth shading between separate objects?
#55482From: John HinkleyAug 30, 1993 2:35 PM
John, Since my objects represent a single surface it's easy to overlap at the edges by one or two points/polygons and lower the loose ends a tiny amount so they disappear under the other objects edge: 1) *aaaaaaa*aaaaaaa* *bbbbbbb*bbbbbbb* a b a b a b a b a b a b a * * 2) *aaaaaaa*aaaaaaa*bbbbbbb*bbbbbbb* b a b a b a b a b a b a b a * * Of course these diagrams are drawn with extreme vertical exageration. Method 1 results in fewer points but I don't know the exactly how 3DS shades at the edges so method 2 may be necessary. You could do this too, although it's much more difficult with objects that are already split up. John.
#55613From: SyndesisAug 31, 1993 8:37 AM
I don't believe this will work. I know that many rendering algorithms, at a low level, determine shading based on the enumerations of the points in the polygons involved. If two points in two polygons are in fact referencing the same single point in the list of points, then that edge is smooth shaded. It's faster than computing the normals. In your example, the seams in fact might have the same normal, but to the algorithm, they look distinct. I'm not sure how this will apply exactly to 3DS, though…
#55718From: John HinkleyAug 31, 1993 11:54 PM
John, The idea is that the two seperate surfaces intersect each other. Each one is itself smoothly shaded. I do not rely on the renderer to smooth between the seperate objects. Since they are the same shape (except for the very small bend near the edges which causes the intersection of the two surfaces) they should be shaded similarly. The question is, how many polygons need to overlap? Exactly how a loose end is shaded is arbitrarily chosen by the rendering program. If one or two polygons of overlap is not enough I can go to three or four — however many is required for the shading algorithm. John.
#55746From: SyndesisSep 1, 1993 8:15 AM
I've never written a renderer, so pardon my mistakes, but I thought that with either Phong or Gouraud shading, a "seam" appears wherever it (the renderer) thinks that it's come to the topological edge of a set of polygons that are "smoothed" as a group. I think most renderers check that adjacency by using the enumeration (index) of points within a point list, because each face stores only the index of its points, and not the 3D coordinates themselves. It wouldn't matter if there was overlap, even if the normals were the same, because the renderer would draw them as separate objects. In InterChange, there's a "point reduce" tool. It examines an object's point list. It removes duplicates, i.e., two separate points with distinct indexes in the point list, yet they have the same XYZ coordinate. It then fixes-up the point enumerations within faces to match the proper points. Once these duplicates have been removed, objects that wouldn't smoothly shade in some programs will now magically smoothly shade, because the "point reduce" operation repairs all cases where the renderer might want to find adjacency. On the other hand, some people might use this "seam" effect for artistic purposes, making the points distinct from each other on purpose. For example, the "seams" along the parts of a human face.
#55848From: John HinkleySep 1, 1993 9:15 PM
John, You must be misunderstanding me at a very fundamental level because you're arguing my half of the argument! Consider the following surface (I not going to make the surfaces "rough" because that's to difficult to show in ascii): .——-.——-.——-.——-.——-.——-. . = point – = face which gets split into two seperate objects with seperate point and face (enumeration) lists: Joint | .aaaaaaa.aaaaaaa.aaaaaaa. .bbbbbbb.bbbbbbb.bbbbbbb. . = point a = face on object a b = face on object b Drawn with vertical separation for clarity. There may be an obvious shading discontinuity at the joint. But if you overlap the edge: Joint | .aaaaaaa.aaaaaaa.aaaaaaa.aaaaaaa. .bbbbbbb.bbbbbbb.bbbbbbb.bbbbbbb. Each object is seperately shaded, and since they are the same shape in the overlaped region, the shadings match at that joint. Now you lower the loose end of each object to be sure it falls below the other object by a very small amount — enough so that the renderer renders it behind the other object, but not so much that it affects shading: Joint | .aaaaaaa.aaaaaaa.aaaaaaa. .bbbbbbb.bbbbbbb.bbbbbbb. b a b a b a (vertically exagerated b a for clarity) b a b . . The intersection consists of two points, one in each objects point list. I don't expect the renderer to smooth across objects, just that it will calculate the same shading for each object at the point of intersection, yielding a seamless joint. This technique breaks, of course, if you view the object from below — the flaps will be clearly visible. Another area where there might possible problems is in inaccurate shadows. John.
#55914From: SyndesisSep 2, 1993 8:45 AM
I guess we both agree that a renderer's shading will make the sharp wrinkle at the edge of a DEM grid look a bit darker than the rest. So you've proposed to overlap one edge over the other – won't one of them still land on top, and one will be visible, along with the darkness at its edge? Enough theoretical talk. Have you tried this in 3D Studio yet? 🙂
#56012From: John HinkleySep 2, 1993 10:00 PM
John, I havn't had to try it out yet in 3DS. But note that a decent renderer, with Z buffering, should properly hide the lowered flaps. John.
#56032From: John HinkleySep 3, 1993 3:18 AM
John, I kludged up a version of VP3 with DXF which overlaps sub-objects at the edges as I described before. As I expected, there was no discontinuity at the intersection of the two objects. I'll email the GIF files to you so you can see the results. One image has two objects that just butt together — you can see an obvious line where they meet. The other has the objects overlapping and the line is gone. Now to put the code in "for real"… John.
#55474From: Mike KelleyAug 30, 1993 1:58 PM
Thanks, John, for your very detailed and informative reply — I think you've well explained exactly why someone like myself WOULD want VP. My idea is to combine VP in the manner you and David suggested — by positioning objects with the DXF output you are making possible, and then using VideoPost in 3DS to combine the images from VP with 3D. The only drawback (substantial, I admit) is that I guess there's then no way to do flybys or other such stuff — how I'd coordinate the two programs is beyond me (if I wanted a building or dinosaur, for example, to be in a landscape with a flyby). So, I'll probably buy VP anyway, mostly for fun and backgrounds for 3DS, but now you've confused me about VP4/3. What's the current version, and what will be the version with DXF output? When can I buy (approximately) the DXF output version? .
#55532From: John HinkleyAug 30, 1993 7:32 PM
Mike, MK> I guess there's then no way to do flybys or other such stuff Vistapro has the ability to render sequences of images from an ascii based scripting language similar (but not the same) to 3DS's .VUE files (see pages B-8 through b-10 in the 3DS manual). I plan to make a utility that will translate 3DS's .VUE format scripts to Vistapro's SCR format. This will give you the ability to render from exactly the same camera positions in each program. Using a Vistapro DXF file as a matte in 3DS gives you the ability to have objects disappear behind parts of the landscape (the matte). Anywhere the matte is "visible" (not obscured by a foreground object) will be transparent — you will see Vistapro's background image. Anywhere an object disappears behind the matte it will appear as if it's disappearing behind the background Vistapro image. The disappearance of objects won't be perfect since Vistapro will render with small details that aren't in the DXF file, but it should be accurate enough for many situations. The current shipping version of Vistapro is 3.05. It does NOT have the DXF export code. 4.0 (which will have the DXF code and much more) won't ship until sometime next year. In the interim VRLI may make available a version with the DXF output (and some of the other enhancements I mentioned before) for 3DS users. There's no release date set yet — it depends, in part, on what new features 3DS user's require. VRLI will probably charge a small amount for the DXF release. John.
#55684From: John TissavaryAug 31, 1993 7:43 PM
Hi John. That VUE utility sounds great. I was driving in my car thinking about how one could convert a camera path and it's various rolls, pans, FOV changes, into the sort data that VP could read. I'm not a programmer, so I'm really glad you thought of it first, because otherwise it probably would have laid fallow <g>. My thoughts did, to my credit, run along similar lines as yours, but my lack of familiarity with the building blocks of the two programs did not allow me to congeal these thoughts into action. I have a lot of respect for folks like you! Regards, John Tissavary (La Luna cie)
#55727From: John HinkleySep 1, 1993 12:30 AM
John, As it turns out a .VUE file's "camera" command is perfect for Vistapro. The arguments are the camera's X,Y,Z coordinates, the target's X,Y,Z coordinates, the roll (bank) of the camera, and the focal length. The camera and target coordinates and roll work the same way as in Vistapro. The focal length of the camera is slightly different — I'll have to figure out the transformation. Does anyone know the equation that 3DS uses to convert Field of View to Focal Length and vice versa? John.
#55826From: Ingo NeumannSep 1, 1993 5:08 PM
Hi John+John+……, I have already written a VUE->SCR converter in Pascal, but it was for VP1.0. (thanks to Phytagoras <g>). I bought VP3.0 on my trip through CA, but I still havn't it here. So if the SCR format has not chanced I will upload it with a sample- file for 3DS. Work's great. I used this converter to create CRATER.FLI on the "Walkthroughs and Flybyes CD" from Phil Shatz. (Sorry can't upload it, has 12 MB). John H. give me a tip if the SCR FileFormat had changed. John T. are you still in your tent <g> ? Greetings from Europe Ingo
#55864From: John HinkleySep 1, 1993 11:04 PM
Ingo, Vistapro 3.0 can still use script files from 1.0. 3.0 has a few hundred new new script commands with which you can control most functions of the program from a script. Your conversion program should be of use to both 1.0 and 3.0 users. (For those of you wondering about 2.0 — it never existed on the PC; the numbering of the Amiga and PC versions was consolidated so that 3.0 has mostly the same functions on both machines.) It turns out that the "camera" command in VUE files can easily be converted into Vistapro script commands. The only sticking point is the focal length — I use a different method and havn't yet worked out the conversion equation. You didn't work that out did you, Ingo? I saw "Walkthroughs and Flybys" in a book store the other day and noticed that it had a few Vistapro animations. Since you mentioned it here, I went out and bought it. Well, it's tax deductable… If you can't wait for your VP3 to show up, and want something to play with in the mean time, download the VP3 demo (<200KB) in DL15 of GraphAVen (GO VRLI). The demo is mostly functional except that you can't load or save anything. It's even go a small tutorial built in for those of you who have never used Vistapro before. John.
#55980From: Ingo NeumannSep 2, 1993 3:01 PM
Thanks, John I already loaded VP3demo down before I visit the States. So I will upload the converter. >> The only sticking point is the focal length I use a different method and havn't yet worked out the conversion equation. You didn't work that out did you, Ingo? << No I didn't John. The converter only converts the camera source- and target points. Perhaps for VP3 I will do it. >> Since you mentioned it here, I went out and bought it. Well, it's tax deductable… << What do you mean with 'deductable'??, I can't find this word in my dictionarys. Geetings from the other side of the atlantic ozean. Ingo
#56011From: John HinkleySep 2, 1993 9:59 PM
Ingo, I'll be looking into the transformation from 3DS focal length to VP3 focal length shortly. In Vistapro I the focal length is proportional to 1/tan(field_of_view). From a quick inspection of the standard lenses in 3DS, this didn't seem to be the case there. "Tax deductable" means that the item qualifies as business expense, the cost is deducted from my gross income so I don't pay taxes on it. John.
#56043From: John TissavarySep 3, 1993 4:24 AM
Servus, Ingo. "Deductible" means "Absezbar" (Steuer weise). Viele Gruesse von Amerika. John Tissavary (La Luna cie)
#55899From: John TissavarySep 2, 1993 5:33 AM
I'm in the tent, but it's falling in on me as we speak <g>! I've finally (!) figured out the parameters that will give a nice "tent" shape in RESHAPE.PXP. It's quite a handy tool. John Tissavary (La Luna cie)
#55891From: John TissavarySep 2, 1993 3:47 AM
That is great news. The 3DS/VP link is sounding better and better every message. John Tissavary (La Luna cie)
#55823From: Mike KelleySep 1, 1993 4:17 PM
>I plan to make a utility that will translate 3DS's .VUE format scripts to Vistapro's >SCR format. This will give you the ability to render from exactly the same camera >positions in each program Available first quarter '94? Seriously, I had better buy VP just to encourage you to add these (DXF and VUE conversions) things to it for us 3Dusers — besides, it sounds like a lot of fun to play with. Thanks again for the time and information — I hope you are well compensated for your work.
#55865From: John HinkleySep 1, 1993 11:04 PM
Mike, The DXF-output version of Vistapro and VUE->SCR conversion utility could be available in as little as a week or two. I originally wrote Vistapro as an entertainment product — to entertain ME! I think you'll find if fun to play with. I like think of the product as a computer aided art program, not a rendering package. 3DS users have been asking for more "compatability" so now I'm working on it. I'm supposed to be working on something else but I'm taking a few weeks off to do this since it could result in a lot of exposure in the computer animation industry. John.
#55896From: Clint Woeltjen@VRLISep 2, 1993 5:24 AM
John: And anyway, you know I won't tell the boss. <grin> Clint <VRLI>
#56086From: Mike KelleySep 3, 1993 12:11 PM
>The DXF-output version of Vistapro and VUE->SCR conversion utility could be >available in as little as a week or two. Available to registered users of version 3.0? I'll go out today and buy it (well, I'll call around today. Here in Nevada we can't really buy ANY software in a store). Programmers like yourself who have the talent to do 3D stuff really knock me out. As a long time (15 years) programmer who has been considered quite talented in his own field, I feel like a child compared to you guys. Thanks for your past and future efforts which end up making life a joy for those of us who love this stuff!
#56157From: John HinkleySep 4, 1993 1:43 AM
Mike, VP3+DXF will be available to users of any version (except the demo) of Vistapro. Probably at less than the price of upgrading to VP3 ($45) from an earlier version. It won't become the regular shipping version of VP3 since it will run very slowly (1/2 speed) if you don't have an FPU. The DXF version now contains code for saving sub-objects with overlap so that there is no longer a visible shading disconinuity between them. With smoothing turned on in 3DS you can't tell where one piece ends and then next begins. Now I just gotta figure out the focal length conversion from 3DS to VP3… John.
#55585From: Ali KaynAug 31, 1993 2:17 AM
It all sounds great. I have two PCs churing out 3DS/VistaPro as samples for a feature. I'd like to choose between PAL or NTSC timing in the animations, please. I'm still going through VP3, although I have done the review. One thing I noticed was if one lays in, say stars, the horizon is placed over that, and if the DEM runs out there is an obvious gap between the landscape and the sky. My main problem is running out of landscape during flythroughs. Ali
#55725From: John HinkleyAug 31, 1993 11:54 PM
Ali, AK> I have two PCs churing out 3DS/VistaPro as samples for a feature. Could you send me a sample of your work on NTSC VHS? I'm always curious to see what people are doing with Vistapro. AK> One thing I noticed was if one lays in, say stars, the horizon AK> is placed over that, and if the DEM runs out there is an AK> obvious gap between the landscape and the sky. You can turn off the horizon so that the "ground" outside the topo area doesn't get drawn. Then stars below the horizon will remain visible. Of course it will look like your about to fall off the edge of the world when you get near the edge! John.
#55866From: John HinkleySep 1, 1993 11:05 PM
Ali, I forgot to ask about this the other day… What do you mean by "choosing between PAL or NTSC timing" in Vistapro? Vistapro is frame based — it knows nothing about how fast it's output will be displayed. With the VUE to SCR converter it will generate one Vistapro frame for each camera position in the VUE file. The VUE file already contains all the "tween" positions for the key frames. John.
#56443From: Ali KaynSep 7, 1993 8:21 AM
MakePath Flight Director manual, page 15 "… value is in kilometers per hour, assuming a playback speed of 30 frames per second", which would make it NTSC animation speed, not PAL animation speed (25 frames per second), yes? You'll notice that 3DS enables the user to choose NTSC or PAL. ALi
#56515From: John HinkleySep 7, 1993 3:38 PM
Ali, AK> MakePath Flight Director manual, page 15 "… value is in AK> kilometers per hour, assuming a playback speed of 30 fps" I forgot about that setting in MakePath. In any case, that value is very approximate. If you need to make two animations, one at 30 fps for NTSC and one at 25 fps for PAL, and have them appear to run the same speed on both systems, you can either increase the speed setting for PAL by 30/25, or decrease the speed setting for NTSC by 25/30. For instance, if you generate an NTSC script at 1000, generate a PAL script at 1200 (1000*30/25). Or if you generated a PAL script at 1000, generate an NTSC script at 833 (1000*25/30). John.