#Ani Pro in 3DS
8 messages in this thread
With a fairly bare bones config.sys I am able to run Ani Pro within 3DSr4
by exiting to DOS (F10). However, if I change my rendering driver from Vibrant
to Targa+, I get a memory error: "Insufficient physical memory available" when
trying to go to Ani Pro.
I have played around a little bit with various cfig386.exe switches, but
am wary of mucking things up. Has anyone had experience in getting Ani Pro to
run within 3DS, especially with a Targa+ card and/or PAR setup?
Paul S.
>>
With a fairly bare bones config.sys I am able to run Ani Pro within 3DSr4
by exiting to DOS (F10). However, if I change my rendering driver from Vibrant
to Targa+, I get a memory error: "Insufficient physical memory available" when
trying to go to Ani Pro. <<
does the app (AniPro) run okay with Targa+ drivers without shelling out through
3DS? in other words, load AniPro by itself and run with Targa+ drivers.
problems?
>>
I have played around a little bit with various cfig386.exe switches, but
am wary of mucking things up. Has anyone had experience in getting Ani Pro to
run within 3DS, especially with a Targa+ card and/or PAR setup? <<
forward me your config.sys and autoexec.bat files, Paul… i use this exact
configuration on one of our systems here at work… no problems with Targa+.
-dave
Dave,
I think I've narrowed the problem down… It has to do with loading the
Targa+ via RDPADI. If I set my rendering display to "VIBRANT: Targa+ (use
TMODE.EXE Automode)" I am able to bring up Ani Pro inside 3DS no problem.
This, of course, precludes my rendering to my VGA monitor unless I run 3ds
vibcfg again. I really like the flexibility of being able to switch back and
forth between Vibrant and RDPADI, but getting to Ani Pro easily is more
important!
One of the main conflicts with loading Ani Pro at all on my system with a
cluttered config.sys has to with QEMM. I had to rem out the QDPMI.SYS line to
get Ani pro to load, but then loading Windows would crash my system. I finally
added the "off" variable to that line instead… now both load (this probably
doesn't mean anything unless you've played around with QEMM).
I am so incredibly happy, I can finally run Ani Pro, my Targa+, my PAR,
and my video capture card under the same boot session!!! I'll just have to
wait and see what other part of my system won't work now! <g>
Paul S.
>>
I think I've narrowed the problem down… It has to do with loading the
Targa+ via RDPADI. If I set my rendering display to "VIBRANT: Targa+ (use
TMODE.EXE Automode)" I am able to bring up Ani Pro inside 3DS no problem. <<
from 3DS, yes.
>> I am so incredibly happy, I can finally run Ani Pro, my Targa+, my PAR, and
my video capture card under the same boot session!!! I'll just have to wait
and see what other part of my system won't work now! <g> <<
wonderful news, Paul. glad its up and running smoothly. 🙂 have you tried using
AniPro to create a water map yet? a great introduction into the combined
potential of these products.
-dave
Dave,
>> have you tried using AniPro to create a water map yet? a great
>> introduction into the combined potential of these products.
No I haven't. I pretty much have used Ani Pro only for simple maps and
animated wipes/ramps. Any special tips or tricks you'd like to pass along for
water? 🙂
Paul S.
>> No I haven't. I pretty much have used Ani Pro only for simple maps and
animated wipes/ramps. Any special tips or tricks you'd like to pass along for
water? 🙂 <<
oooh. welcome then to the world of Animator Pro integration with 3D Studio. let
me start you off with a thriller.
start with a new session, create a 16-register cluster and ramp it from black
to white. then create a 16-register cluster immediately following the first and
ramp it from white to black. then create a 32-register cluster from the
combined two, creating a ramp from black to white to black.
toggle color cycling on, use OPAQUE ink with SPRAY tool and spray the entire
frame until its full of ramped gradient speckles. expand this 1-frame movie to
32-frames, go to Palette panel, toggle FIT off, turn TIME mode on, and use
|Arrange|Cycle| to cycle the palette throughout all 32 frames.
go to frame 1, use SOFTEN ink, and use |PIC|Apply Ink| with TIME mode still on.
this will apply soften ink to all 32-frames. run another apss of SOFTEN ink.
you should now have a molten like flic.
create a glasslike material in 3DS using this flic as a bump map. add shininess
to the material and apply to a simple flat box object, place omnilight
highlight in center of box surface… render. bingo. water.
this is just the beginning. and check those RAM resources out… 8-bit flics
are_incredible_ frugal.
-dave
Dave,
Thanks for the quick tutorial! I ended up in 3DS with a very nice
shimmering or wavy effect, depending on the bump slider and shininess settings.
Unfortunately, the Ani Pro flic overall went from light-ish to dark-ish
back to light-ish. I had expected the "overall" luminance of the flic to
remain constant, at about 128. I don't have much time right now to dig deeper,
anything obvious going on? I suspect the color-cycled spray ended up too
light, but that seems unusual. A heavy, even application of a greyscale ramp
should leave an "average" luminance, no?
Paul S.
>>
Thanks for the quick tutorial! I ended up in 3DS with a very nice
shimmering or wavy effect, depending on the bump slider and shininess settings.
<<
kewl.
>>
Unfortunately, the Ani Pro flic overall went from light-ish to dark-ish
back to light-ish. I had expected the "overall" luminance of the flic to
remain constant, at about 128. <<
when you get a shot, download file H20BMP.ZIP from lib 2… see if your flic
looks like it.
-dave