CompuServe Thread

#ANTIC CIS Support

12 messages in this thread
#7197From: Antic PublishingDec 3, 1988 5:52 PM
Contrary to certain unknowledgeable opinions, Zoetrope is in no way, shape or form, a page flipper. I would, however, like to confirm that Zoetrope lacks overscan (its primary flaw). I'm afraid that its primary use (at the current time) is as a sketchpad for animations or as a 2D animator (a position it fills wonderfully). Zoetrope, like its counterpart on the Atari ST (CyberPaint), was designed with the same basic ideas (thought to a lesser extent) as the Quantel Paintbox. On the ST, its main use is as an editor for 3D animations, but because raytracing seems to be the primary focus of Amiga 3D animation, it is not able to fill that capacity. On the other hand, Zoetrope has, I would venture, the most powerful Cel animation tools of any software (from a professional standpoint) on the Amiga and it is ridiculously easy to use. It also excells at titling and digital video effects with a truly fine rotoscoper (similar to A.D.O.) and color pallette manipulations. It may not be useful to raytracers, but it has its strong points. (It is from Jim Kent who wrote the Aegis Animator; and it has no similarity whatsoever to his previous project (for the better).) -Martin Doudoroff Antic Cyber Support 76703,2000
#7201From: Steven BennettDec 3, 1988 7:07 PM
I rather liked Aegis Animator… It's main weaknesses IMHO were the lack of curve fitting between movable points, and somewhat weak 3D handling. But the tweening of polygons was great, so far as it went… Does Zoetrope have this kind of thing? In particular, the curve fitting, without which you may as well draw each and every frame seperately… –>Steve Bennett
#7226From: Antic PublishingDec 4, 1988 5:26 PM
Zoetrope can duplicate most features of Aegis Animator, though it uses totally different approaches. First of all, it will load STR files from Aegis. Basically Zoetrope's tweened "APM" controller lets you take a clip (anything you draw or whatever) and rotate (with perspective) in any of the 3 axis, stretch, and/or move it. You can move it along a path too, which can be defined in a variety of ways (here's how you get your curves) with the mouse. I should have been more explicit about the 2D animation drawing techniques, too because these features really set Zoetrope apart from Aegis. Basically you can do Disney style cell animation with Zoetrope using Blueing and other aides. There are a few professional animators I know of who are doing just this with a graphics tablet (of course) and are getting some great results. I will check into making some available.
#7235From: Steven BennettDec 4, 1988 7:56 PM
I think you might have misunderstood what I meant by curves. I don't need an object to be able to move in a curved path, I want to be able to create an object by specifying a few points, and having it fit a curve to them. I want to then be able to change the curve by moving those points… Basically exactly what Aegis animator did with the polygons, except instead of straight lines between points, I need curves. Sort of like having Adobe Illustrator from the Mac, animated… <grin> –>Steve Bennett
#7247From: Stan Kalisher (Impulse)Dec 4, 1988 9:17 PM
Real time moving splines heh? Thou knowest what thou asketh for ???? If you find someone who can code it he can get a job right now! <grin>
#7252From: Steven BennettDec 4, 1988 10:06 PM
Actually, I'd even settle for something which generated it a frame at a time, if it also allowed for zooming in and out and handling of very fine details. (And also, preferrably, produced the final output by generating a high res image and reducing by pixel averaging the resolution, thus getting anti-aliasing and a better overall image…) But real time would be nice too. <grin> –>Steve Bennett P.S. (And yes, I know what I ask for. I've programmed splines. Not exactly quick to draw…)
#7297From: Richard Rae/SYSOPDec 5, 1988 7:59 PM
Go take a look at IGDS on an InterGraph system. You can in fact do real-time moving splines if you flip on the proper modes. It's not instantaneous or even smooth, but it works. I've seen it. 'Course the InterGraph system I'm speaking of ran on a Vax 11/750. Also 'course, a stock Amiga can out compute an 11/750. Go fer it, Stan. 8)
#7317From: Stan Kalisher (Impulse)Dec 5, 1988 11:48 PM
I know it can be done on a VAX or an IRIS GT system, but on the Amiga ??? M'thinks it would be difficult within the current hardware design. <–Stan
#7338From: Richard Rae/SYSOPDec 6, 1988 11:41 AM
<Shrug> Dunno, I'm not a math hound. I'm just remembering all those benchmarks that came out when Ami was first released. As I recall a stock 1000 outran an 11/750 even on things like Savage, and a Turbo outran a 785 in many cases. Anyway, I'm busy working on my own little brand of impossible here on MY Amiga, thank you very much. You get your real-time splines working, I'll finish my project… and we'll see who gets more oohs and ahhs. 😉
#7293From: Antic PublishingDec 5, 1988 6:09 PM
Aha. Like an amoeba? Nope, sorry. Actually, that effect is not difficult to reproduce with bluing and changes histories…. in fact that is the same basic effect needed in stretch & squash animation…. No, you still have to draw it by hand, but Zoetrope does everything but draw it for you.
#7270From: SyndesisDec 5, 1988 10:43 AM
Whoops. I think only the ST version of Animator has "strips". That feature wasn't ever in a release version of Animator for the Amiga. The Amiga Animator has "ani" files, as I recall. However, Amiga Zoetrope apparently loads the advanced strip files, too.
#7294From: Antic PublishingDec 5, 1988 6:11 PM
Oops. Sorry, it's been a long time since I've used Animator, and even longer since I've used it on an Amiga. Bear with my ignorance until I relearn this stuff.