CompuServe Thread

Rotoscoping with PAR

19 messages in this thread
#131688From: Christophe Van OyenOct 27, 1994 5:05 PM
Can anyone tell me how to get a record film on the PAR to be used as an animated map in 3DS. I tried by making the material map selecting the ANI file as TGA in the Texture1 file box. However only the first mentioned frame of the film is used?? Then I tried IFL but I can not specify the par drive in that, so when choosing the IFL as a map, 3DS says invalid map file??? when rendering starts??? I could copy from the PAR all the Frames first to a seperate harddrive however, I would prefer not using that disk space and would like to access the PAR drive directly to do this. I think there has already been a thread about this a while ago however forgot how it worked, any help appreciated. Christophe
#131938From: Kouros MoghaddamOct 28, 1994 9:15 PM
This message was sent to me as I asked the same question, by Robert Ritger. I hope it is useful. -Kouros. Assume that your animation file on the PAR is called FILE.ANI and that it has 100 frames. 1. Create an IFL file which has entries from FILE0000.TGA – FILE0099.TGA as its contents. 2. Make sure the PAR drive and directory is in your MAPS PATH. 3. In the editor fire up the DPS_PAR PXP and set it to acquire TARGA files and chose FILENAME as the option (as opposed to INCREMENT). 4. In the MATERIALS EDITOR assign your IFL file as a texture map and assign this new material to the object you choose in the EDITOR. 5. In the KEYFRAMER you should set your rendering size to 752 x 480 x 85 (not 83). If you use the Vibrant driver then you don't have to chose 'Null'. 6. Render to DISK (send your TGA's back to the PAR) and also to DISPLAY. This will leave an image on your computer monitor when a frame is complete and you should see an image on your PAR monitor at two moments during the rendering of a single frame. I believe you will briefly see the frame from the animation you are scoping and the rendered frame as it goes back to the PAR. The final rendered frame will pop on the video monitor just after you see your computer display SAVING TARGA FILE. There is no need to copy your ANI file off of the PAR to do what you wish. You should be able to do exactly what you described its just not that clear in all of the documents as to exactly how its done. The choices you made (ie. ANI files for acquisition and INCREMENT for file type) seem completely reasonable yet are exactly the wrong choices. Perhaps the interface should be more explicit I know I had it backwards when I first tried it out. Bob
#131980From: Christophe Van OyenOct 29, 1994 5:18 AM
OK I will try it out, thanks
#132045From: Christophe Van OyenOct 29, 1994 2:17 PM
I tried evrything as you said, coming to the conclusion I altready did, and it does not work: When assigning the IFL as a texture map in the materials editor and then doing a render sample, i get the following error message, which I also get when trying to start rendering in 3Deditor: Can't find FILE0000.TGAQ (the Q stands for a smiling face character I do not know the ASCI code for??? Image file not found in Mappaths Although the PAR directory is in the MAPpath. Maybe Brick Eksten could be of some help. The IFL was normally created and I put it in my MAPS directory although putting it somewhere else does not help either??? How do???
#132058From: MARTIN G FOSTEROct 29, 1994 4:42 PM
Chris, >> When assigning the IFL as a texture map in the materials editor and then doing a render sample … get error << I just tried this and it worked for me. Here's what I did: 1) I typed pardrv -t -f:0000 on my PAR machine's at the DOS prompt. 2) On my 3d Studio machine (a different one on my network) I created an .ifl file with makeifl.exe (which has meta0000.tga to meta0200.tga). In my c:\3ds4\maps directory. 3) In 3d Studio, I made sure I had the map-paths c:\3ds4\maps and p:\demo (this is the disk drive and directory of the animation meta0000.ani). 4) I created a material with "texture 1" = meta.ifl and did a render sample. No problem it worked perfectly. I suspect you missed step 1. You can also run dpspar.pxp in 3d Studio and set PAR output to be targa and filename.
#132087From: Don LandisOct 29, 1994 7:04 PM
You are missing the map paths probably. Here's what I do and am doing right now. First I make sure the roto file is properly named on the PAR directory. Lets rename the imported video file to ROTO0000.ani. Always 4 leters + 4 zeros. My PAR drive is D: and the project is ROTOFILE therefore the path is d:\rotofile Now I go to my C drivew and CD to C:\3ds3 and type the: MAKEIFL Roto Roto 0 179 This will create an IFL with 180 file names in the c:\3ds3 Now I launch 3DS3 and first go to configure and add D:\rotofile and c:\3ds3 to the map paths Now I go to the materials editor and create a material named "Roto tex map" I do this by selecting the texture1 and selecting the file Roto.ifl in the c:\3ds3 directory Next I go to the editor and create an assignment and map coordinates for the object with the roto tex map material. Next I launch the DPS_PAR.PXP and be sure to select TARGA and FILE as opposed to ani or increment. Also I recommend selecting field 1 as opposed to frame because it will look better in my opinion. Now go to the keyframer and render At this point you can also render to the PAR drive but be sure you had selected animation in the DPS_PAR.PXP and the proper BLF/QF. Otherwise render to the DOS drive. That's about it. I really think you are just missing some path steps and you need to have BOTH the location of the IFL and the PAR project listed in the MAP paths.
#132134From: Christophe Van OyenOct 30, 1994 5:58 AM
Well as to what you and Martin said I think I did not miss out on any steps, although I'll check it again, it seems rather strange however BTW which versions of PAR software you both use?? I use 1.29, have any of you done it with that??? Christophe
#132142From: Christophe Van OyenOct 30, 1994 6:52 AM
Well I tried everything You and Martin said, and my problem stays: When rendering in the Materials editor or anywhere else I get the following error??? Can't find file ROTO0000.TGAQ in Map Path(s) or Image Path Continue (The Q stands for a smilling face character??? which I can not Simulate in WINCIM) It is that smiling face character that seems to be added to entry in the IFL file, although checking the IFL file everything is OK, just the image files are mentioned one by one, on every new line. Could it be that character is added by the PAR software??? I have no clue to the problem, it is pretty wierd. Christophe
#132183From: Don LandisOct 30, 1994 2:23 PM
Since I can't seem to help you get your map paths to be recognized maybe I can help you get a smiley face 🙂 or 🙂 or :} or :] Just use the colon : followed by a minus sign – followed by a closed parenthesis ) or some variation. I use ver 1.30b but it has worked since my original ver. If you are doing everything right it might be the PAL ver bug.
#132194From: Christophe Van OyenOct 30, 1994 4:11 PM
BTW I tried doing rotoscoping from any other harddrive on my system and that works without any problem. So I can do rotoscoping if I first copy the ANI to another drive as TGAs. However I prefer to use that space for rendering before going to the PAR. OK Lets wait until Brick gets this message, he might be able to look into it??? BTW anyone else has tried rotoscoping with the PAL version??? Christophe
#132295From: John RedfernOct 31, 1994 6:06 AM
>>BTW anyone else has tried rotoscoping with the PAL version???>> I haven't tried rotoscoping yet but my first board would not export TGA files properly so although you say you can export to another disk there may be some similar hardware fault. John
#132307From: Christophe Van OyenOct 31, 1994 7:25 AM
This is not the case my board exports TGA's perfectly to any harddisk in my system. So it has to be software related?
#132195From: Christophe Van OyenOct 30, 1994 4:12 PM
BTW the smiley should be turned up to resemble the character??? ;( ===> 🙂
#132338From: Don LandisOct 31, 1994 9:33 AM
OO No smiley faces are in the standard windows ansi character set. ??? C Others suggesting that your files with the smiley face attached to the filename causing your problem sounds like a good clue. I use MAKEIFL.exe. My filenames always end up as ABCD0000.tga in the list and they are located fine.
#132456From: Christophe Van OyenOct 31, 1994 5:41 PM
Well I solved my problem, it is quite stupid but I was looking in the wrong place, problem was my filenames on the PAR drive itsself. When bringing in a rendered animation PAR automatically suggest to 4 letters + 0000 I tried to use some Videocaptures I did with my SVHS camera, and, when importing them I typed a filename, but forgot to add the 0000, so what the heck, at least I found so no problem with software just a very stupid basic mistake. BTW thanks to You, Martin, Theo and anyone else for helping me out at least it eventually made find the mistake. Christophe
#132539From: Don LandisOct 31, 1994 11:05 PM
I figured it was something simple like that. I know several of us mentioned it. Funny how these little details can be assumed to be done right and really be overlooked. Just glad it wasn't the hardware or software bug.
#132220From: MARTIN G FOSTEROct 30, 1994 5:54 PM
Chris, I have version 1.30b (ntsc). >> It is that smiling face character that seems to be added to entry in the IFL file, although checking the IFL file everything is OK, just the image files are mentioned one by one, on every new line. << just a thought …. who did you create your .ifl file. You didn't edit it in a word processing program, did you? You should stay with a plain ascii text editor (dos editor, for example). A word processor might add some funny characters.
#132273From: Mike MorganOct 31, 1994 12:10 AM
I was thinking about your problem and here is a possible solution. The character you are describing is an ascii symbol, you create it by using the -ALT- Key and -001- or -002 together (one prints positive and one prints negative), and you can also create this symbol by using the ^A or ^B, both types of symbols usually can be created in a program editor. I created a test IFL tried this in 3DS3 and it produced this same problem you are describing. It looks like the problem may be comming from the type of word processor/text editor you are saving your file with. Try using the program that comes with 3DS3 -MAKEIFL.EXE- and not saving it with any other program. Hope this solves your problem. Mike Morgan, CAD Forms Inc.
#132308From: Christophe Van OyenOct 31, 1994 7:29 AM
That is just my problem, I use Makeifl.exe, and when I use the file created for the PAR drive I get this problem, if I use the file to extract TGA's from any normal disk drive I do not get it. However to be completly sure, I'll check everything again, however Im about sure it is not the makeifl that adds this character. Christophe