#Manta Wave Demo Love It
5 messages in this thread
Hi All,
Love the manta wave demo.
Is it easy to use this ipas routine?
Can I get a step by step on how the demo was created?
I really would like to know how easy it is and may purchase
it as a result.
Thanks Andy,UK
Hi Andrew,
<< manta.. how.. >>
Have you checked out the screen capture in the following file? Also if you
haven't seen Herbie.zip, you must download it..
File Info for MWAVE.ZIP
Section: IPAS Usage Contributor: 76702,413 Size: 110639
Submitted: 10/21/92 Type: Binary Accesses: 97
Title: Animated Manta Wave PXP demo flic and dialog.
Keys: MANTA WAVE DEFORMATION PXP DEMO YOST GROUP IPAS PACKAGE 3
This zip file contains a 320×200 flic illustrating the PXP animated manta wave
deformation tool for 3DSr2. (MWAVE can also be used as a general "damped"
gradient wave function without manta symmetry.) Also included is a 640×480 gif
snapshot of the dialog box that provides control over its options. From Yost
Group
IPAS Package #3.
File Info for HERBIE.ZIP
Section: Images Contributor: 100236,2335 Size: 195843
Submitted: 7/4/94 Type: Binary Accesses: 142
Title: REAL Looking fish.FLI (goldfish)
Keys: FISH MANTA WAVE REAL 3D STUDIO GLENN MELENHORST
A fish I have built using MANTA WAVE to get some fairly real results.
Glenn Melenhorst 4Di.
Andy, Manta Wave is very easy, straight forward, with plenty of flexibility in
the routine for experimentation. Also, the rest of the routines on that disk
are fun and open up a great avenue for model arrays and morph sequences.
>> Manta Wave is very easy, straight forward, with plenty of flexibility
Hi Jeff,
I looked at the gif but I still have 2 questions.
Given those settings how does it know what object to apply the routine to?
Can you have different waves applied to different objects?
Also I didn't see a setting for the no of frames.
Looking forward to your reply Andy,Uk
Andy, essentially you select an object which the IPAS then assigns extent boxes
to. Once you get the various adjustments to your liking you work with Wave
Period (time in frames required for wave to complete one cycle) and # of morphs
(how many versions of object Manta will produce). then you set up morph keys in
the keyframer. As you can see, this makes tweaking, undoing and redoing very
easy, and then timing your waves by just sliding your morph keys. Many
Procedural IPAS Routines work along this essential concept, and when you start
using them it gets pretty clear. Experiment with two IPAS Routines including in
3-DS, wave and ripple, and you will see some of this in action.