CompuServe Thread

#ScreamerNet Image Maps

6 messages in this thread
#93866From: Elliot BainNov 1, 1994 11:38 PM
Am I missing something, or do I need a wasteful workaround. I have a 12 second, captured clip on my PAR, saved as an animation. I have several objects in my scene that I would like to map with different offsets into the clip, so that it looks as though each object is showing something different. If I load a sequence with the same name for each image map, and a different offset for each object's image map, things work ok: clip. offset -59, clip. offset – 119, clip. offset -179, etc. Each is set to loop so the action appears continuous. It works. When I transfer to ScreamerNet, it looks as though only the last offset is accepted, and all the objects map with this offset. I don't want to make multiple copies of the clip and then assign the proper offsets, but it looks like the only way I can do it. I'm not concerned about the image memory, but the PAR space. Anybody got a better idea? Elliot
#93948From: John GrossNov 3, 1994 12:24 AM
Elliot, I know what is happening, but first a question… Are your image sequences named the same in LightWave, but use different letters capitalized in the file name for the different objects? The trick is that AmigaDos treats files named this way (eg. Fire.001 and fiRe.001 as the same file (which they are), but LW treats them as two separate image sequences. Remember that since offset information is saved in the object file, you must save all of the different objects using the same sequence….In order for this to work, you must have a different surface name for each object using the appropriate sequence (Fire or fiRe) and each object must be saved with a different name LightWave always uses the values for the last surface loaded (if the same surface name but different settings from previous incarnations) which would include the offset data. If all of this is kosher, I would bet that the conversion of the sequences to ScreamerNet names is coming out the same on the ScreamerNet side…. Let me know which it is. Also, do you mind if I use this in a column some day? JG
#94032From: Elliot BainNov 3, 1994 11:17 PM
John, Thanks for the great seminars in Hawaii. What I have is a cube which I call World. Each side has a different surface name: WorldTop, WorldBottom, World1, World2, etc. I have an image sequence called WorldClips. The image sequence is 300 frames. I only want to map World1, World2, World3, World4. In the Images panel, I loaded WorldClips with an offset of -59 with a loop of 300, WorldClips with an offset of -119 and a loop of 300, and so on. In the Surface requester, I just pick the next version of the sequence for each surface. Like I said, it worked on the Amiga side, it didn't on the SN side. Having spent many years on the PC side of the world, the concept of reloading the same-named file, multiple times is not something I'd normally consider, but I noticed once that I'd accidentally loaded an image file twice into LW and the system didn't complain. I see what you're getting at and I'll try using different capitalization and see if it works on the SN side. It'll be real interesting to see if some of the "quirks" of the Amiga can be implemented on the new platforms. Of course, you can use this as a topic for your column. Elliot
#94058From: John GrossNov 4, 1994 2:06 PM
Try the capitalization thing and let me know what happens… JG
#94190From: Elliot BainNov 5, 1994 10:39 PM
John, As usual, you know of what you speak. Reloading the sequence, with a capitalization change for each load, worked accross the SN. I wonder what kind of algorithm NewTek uses to map the file names. They must use some kind of mathematical substitution scheme because I'm not aware of Windows NT being able to save mixed-case file names with the 8.3 scheme they're using. As an aside, its a real bummer when it takes longer to load the images accross the SN than it takes to render the frame. It would be nice if they could find a way to cache sequence images on the rendering machine so they're where they have to be when they're needed. Next time you talk to Alan, see if he can find some extra processor cycles to pre-load images. It's amazing where you can find bottlenecks! Thanks for the solution. Elliot
#94253From: John GrossNov 6, 1994 5:11 PM
Glad it worked. NewTek and Allen are aware of the SN problems with images and I'm sure things will be smoother in the future. For now, it's not even worth it to do scenes that don't take very long to render on Amiga side because of the file transfer time add in. JG