CompuServe Thread

#Whales

32 messages in this thread
#85508From: M. G. BATCHELORFeb 21, 1994 10:44 PM
\exit Hi David, How strange. I don't believe I've ever paid much attention to a humpback whale before – never even created an underwater scene I don't think. After viewing your images and posting my message about 4-5 a.m., I had to be somewhere at 9:30 still very much asleep, still thinking about your fine images, and what jumps out at me when I visted their bathroom ? A huge sculpture of an adult & baby humback whale attatched to a coral reef. Very strange feeling. Anyway: >>I'll be picking up the flock routine when I get to the reef scene to do schooling fish. What's your opinion on it? How much control do you have over the movement of the objects and is there a complexity limit on the mesh used as the master particle? While I have very limited experience with any of the IPAS stuff and 3DS in general, I will attempt to answer your questions: I have mixed feelings about it. While initially disappointed that it did not actually perform collision detection (neither specific nor interactive), I have found it to be useful after doing about a dozen tests or so. As long as the particles are small and/or don't come too close to the camera you're o.k.. Of course, you can set up the anim and render a simplified flic test over & over, changing parameters as neccessary until you get something in which no surface penetration happens to be visible (very tedious). I had to do this with the couple of fish anim tests that I referred to using projector lights, etc.. An underwater scene with other elements viewed at close range is probably one of the more difficult applications to set up utilizing this routine. (I believe schools of fish tend to have less vertical motion than birds in flight, bees, etc.. – that sort of thing) Specifically, the particles must be a single object (any elements attatched, no heirarchy), can be texture mapped, and all particles combined cannot exceed 64k faces. There are many (almost too many) parameters to control flocking characteristics, speed, turn speed, chaos, ground/ceiling repulsion, etc.. Beware that the particles can "escape" the bounding cube in some situations, though. A rather handy feature is it's ability to "set the clock backward" by assigning a negative start frame which lets the motion develop a bit before the start frame. You can also have control to allow network rendering which actually is pretty tricky with any time-based procedural animation, as a given frame can not be calculated without knowing all particle positions/vectors, etc. from a previous frame. Also, most interesting flocking simulations require several hundred frames minimum to be effective, epecially fish from my experiments. You can achieve many different patterns, including straight-line migratory types with a LOT of experimentation. Particles can only rotate around the pitch & yaw axes, and orienting a recognizable object to seed the flock can be tricky, again, especially with fish (if the camera is down there with them above and below as opposed to "looking up" only at birds, etc.. All things considered, it's probably worth the hundred bucks. It would be *VERY* nice if the particles could have a simple heirarchy and cyclic motion such as wings flapping, fish undulating, etc.. CD would be nice too of course, but very "expensive" w/r/t devolpment & rendering time. For schools of fish, keyframed animation with transformed instances MIGHT be easier/quicker for relatively brief shots of the fish. For longer scenes or birds, bees, etc., it's very handy. I hope this has been of some help, rather than confusing. Tell you what, I'll try to upload a small, simple flic (50-60 frames) from the first test I did which also shows the bubbles, caustic projections, some fish etc. if you won't laugh and I can make the following disclaimers:<g> * NONE of the elements' motion/timing, etc. are nearly worked out (first test). * No texture mapping * No antialiasing * No other elements in scene * The dolphin geometry was done in a few minutes and it's anatomy/motion is not valid * There are a few fish flocked briefly in the scene, but it can get much better. * etc., etc., etc…… This was only a first test actually for the projector light and for the "swimming out of fog" effect; I just threw in the other stuff while I was at it. They're not ideal either, but you'll get the idea. Even with all of this simplification, and only 240×180, it' will still probably be half a megabyte or more. I'll try to make it as small as possible. Take a look if interested. W/R/T the Bubble.axp, I've found it difficult to control precisely, such as bubbles coming out of the blowhole (is that right ?) of a moving whale, dolphin, etc.. Mainly due to the fact that a shaping object must be a closed loop when brought into the editor (then used as a path in K/F). Have you had good results from this sort of thing ? Do you know anything about the Blackbox bubble.axp as it relates to this ? The "unroll mesh" IPAS will do the trick I believe, properly implemented.
#85528From: John TissavaryFeb 22, 1994 1:17 AM
I've got both of those .axp's too, and agree with your sinopsys. I haven't found the lack of CD a big deal, but I don't stay "in" the flock too long, and keep the shots around 100 – 200 frames. I'm very frustrated with bubbles.axp. It is waaaayyy to hard to get those suckers just perfect. I hope Digimation fixes that in their IPAS 3 upgrade.
#85640From: M. G. BATCHELORFeb 22, 1994 2:22 PM
Hi John, If you could just import the shaping object into the editor as an open loop (which is also your K/F path), I think it would solve the problem(s). Or if the routine could ignore selected vertices, yeah – that's the ticket<g> Actually, their explanation of how to do this should work around the problem, but I've had difficulty controlling it too, in the short time I've had to experiment with it. Regards, Bill
#85711From: John TissavaryFeb 22, 1994 7:09 PM
I was able to get bubbles moving along a path, but getting them to emanate from a specific, small target (a mouth in this case) is not easy, I have yet to get it right. I'm involved in a different animation for the time being so maybe the time off bubbles.axp will provide inspiration <g>. John Tissavary (La Luna cie)
#85832From: Judy WellerFeb 23, 1994 8:02 AM
I have noticed that with those Bubbles also. They look more like grey tears for me ! I still haven't gotten them to look "round" and bubblY' Judy
#85850From: Jonas Ruikis [ADESK]Feb 23, 1994 9:31 AM
Judy, << bubbles look like grey tears.. >> Are these the digimation bubbles or blackbox bubbles? When I applied soap bubble material found in the 3ds.mli to the sphere shape, the bubbles looked real good (blackbox bubbles..I don't have digimation's yet)
#86144From: Judy WellerFeb 24, 1994 8:26 AM
No this is the DIgimation Bubbles! They look great in the sample, but I am having a hard time re-creating that same look! Judy
#86016From: John TissavaryFeb 23, 1994 8:14 PM
I didn't have a problem with that at all. If you do not create a perfectly square "bounding box", then the "bubbles" will take on the aspect of that box. So if you create a box that is longer on some axes, then you'll get bubbles that are elongated. For underwater stuff I use a box that's a little bit wider than tall, because larger bubbles in the ocean tend to flatten a bit as they travel fast upwards. My biggest problem has been getting all the bubbles to emanate from a specific point and sync that with an object moving along the same path. Digimation bubbles allows you to create a path in the shaper, and use it for the bubbles as well as the object that's bubbling.
#86107From: Don LandisFeb 24, 1994 1:21 AM
>>For underwater stuff I use a box that's a little bit wider than tall, because larger bubbles in the ocean tend to flatten a bit as they travel fast upwards. Actually the larger bubbles look more like a mushroom with a concave bottom. I should know. I've probably spent over a half a year of my life decompressing watching those bubbles.
#86120From: John TissavaryFeb 24, 1994 2:57 AM
>>Actually the larger bubbles look more like a mushroom with a concave bottom.<< Very true, Don. I've done quite a bit of diving myself, and always loved to watch the bubbles reach for the surface. However, with the current crop of bubble ipas' this is not possible (as far as I can tell), and flattening them is as good an approximation as I can get. Actually, in my current animation, the bubbles are yellow, and quite non-realistic looking. But I'm going for a surreal, fairy-tale like effect, so… John Tissavary (La Luna cie)
#86165From: Yost GroupFeb 24, 1994 9:35 AM
You must be great at blowing bubble-rings, Don. – G
#86337From: Don LandisFeb 24, 1994 7:10 PM
Yes, lots of practice. I once won a contest. Did 22 on one breath. The secret is in having calm water overhead.
#86524From: Yost GroupFeb 25, 1994 10:31 AM
TWENTY-TWO? Whoa! Thanks for the secret tip. Now I might be able to do 3 in a row. <g> – G
#86145From: Judy WellerFeb 24, 1994 8:26 AM
Well I am creating a patch in the shaper also, but I think I need to play with some bubble parameters more. My bubbles are for a Torpedo and I want them streaming behind the torpedo. I am having the bounding box follow the torpedo in Keyframer and I need a long stream of bubbles. I puzzled over syncing the object with the bubbles and what I did was have the shaped object following the torpedo. That seems to work fairly well since I need bubbles followin the object.
#86259From: John TissavaryFeb 24, 1994 2:34 PM
If you want bubbles to come from the torpedo, you will absolutely need to create a path for the bubbles in the 2D shaper. I would suggest calling digimation and speaking with David. I still am not understanding the path thing completely, but in effect if you create a 2d shape and import it to the editor, object/attach it to the bounding box, then import the same shape as a path in the keyframer and attach the torpedo to the path, you'll have bubbles coming from the torbedo at each vertex in the path. You can use "refine" in the 2d shaper to insert vertices in the 2d shape/path. Bubbles will emanate from each vertex in the path/shape. John Tissavary (La Luna cie)
#86476From: Nik Grant [adesk]Feb 25, 1994 7:50 AM
Judy — I may have missed a description of your project. I love submarines, and you're doing a torpedo, so I thought I'd ask… Nik
#86481From: Judy WellerFeb 25, 1994 8:06 AM
It's a WWII sub (made the mesh myself) -it moves across the upper right hand corner of the screen — turns (off screen), comes into view, fires two torpedoes, is depth-charged and sunk! Judy
#86527From: Nik Grant [adesk]Feb 25, 1994 10:33 AM
Judy — this is great! I'm a WWII sub fan myself. Is this something you plan on sharing?? (Did you get plans for the sub?) Nik
#86804From: Judy WellerFeb 26, 1994 8:24 AM
I would like to share it but I don't know how large the Flic will get — but I could upload a plan GIF. I could not find any actual plans so I made it by looking a photos of various German Uboots.
#87182From: Nik Grant [adesk]Feb 27, 1994 10:11 PM
Thanks for the U-boat info. If you don't mind American Subs (Gato & Balao) Floating Drydock has a Plan Book for $40. A lot of photos supplement the drawings. The drawings are fairly good, but still difficult to draw from. Photos are great! The Floating Drydock Kresgeville PA 18333 (no phone number)
#87248From: Judy WellerFeb 28, 1994 7:03 AM
Thanks for the info. I tried to upload some things last night, but got a LIB FULL message. I assume you won't have BLOX before late today. By the way I am also working on T-34 tank. You don't happend to know where I can get plans for a T-34? Just now I am using photos from various books on tanks and Soviet Armor.
#85533From: David StinnettFeb 22, 1994 2:18 AM
Bill, >>Have you had good results from this sort of thing ? Do you know anything about the Blackbox bubble.axp as it relates to this ? I haven't played with it much yet, and I don't know anything about Blackbox's bubbles (except that it's more exspensive). About a week after I got Digimation's axp, Blackbox announced theirs, so I never got to do a comparison before getting it. I'd like to see your flic, it should give me a feel for the effects even at a small size (provided the objects aren't too small in frame).
#85645From: M. G. BATCHELORFeb 22, 1994 2:32 PM
Hi David, I'm going to try to u/l something today – probably called fish.zip or something like that. I experimented with this some last night and added some things to the test, but had to remove a lot as well after learning that the flic size was just too large. It certainly won't be anything fancy, only 55 frames, extremely simple, and probably 1MB still. I'm trying one more test render today in order to try to reduce the flic size. Now it's at 256×150, but you can see enough to get some kind of impression. Anyway…. Regards, Bill
#85689From: David StinnettFeb 22, 1994 5:59 PM
I'll be looking for it. thanks. David
#85795From: Feb 23, 1994 1:30 AM
David: Took your first 90 whale files out to the PAR today, beautiful! The rest will be on by Wednesday morning. A whale of a good time! When are you coming down to see them? Greg Pyros
#85814From: David StinnettFeb 23, 1994 3:09 AM
Greg, Cool! If they're ready by tomorrow morning, I can be by tomorrow afternoon (wednesday- or is that this afternoon? I get confused sometimes working these odd hours like I do.). Did I notice you say earlier that you have the Par's in now? Manuals and all?<g> See you tomorrow (or today, if you read this tomorrow….) David
#85872From: Feb 23, 1994 10:30 AM
David: Wednesday afternoon is fine! Call and let me know what time! Yes, the PARs are in! With manuals and software! <g> Greg Pyros
#86398From: David StinnettFeb 24, 1994 11:05 PM
Bill, I looked at your fish anim today, very promising. I'd love to see it when it's done (and in full res). The flocked fish look cool, but looks like they may need to stay a little further in the background, unless the movement can be tweaked some more. The overall atmoshere works very well. Is this going to be a project, or was it more of a test to play with different effects? All in all, considering its a test, very cool. David
#86443From: M. G. BATCHELORFeb 25, 1994 1:46 AM
Hi David, Thanks. I don't know if I'm going to go further with it or not. I just did that test based on A) Related stuff I read here B) To test the proj. lights, bubbles, & flock. Someday I've *got* to force myself to lay something from 3DS to tape ! I previously only have experimented generating tiny flics as it's nice to get realtively quick color results w/r/t some other programs. I've only used 3DS to render a few stills since R3 (see Rube.jpg), or to render some IPAS F/X such as particles w/ alpha, to composite in another program(s). I'm committeto staying with it though. Actually, I was trying hard to get those fish in the foreground and catching the light! You have *NO* control of such things as that (directly) – Trial & Error – and since it's time based, you have to run through the whole thing from the beginning. The fact that the simple test I posted buried the 32MB physical RAM is quite puzzling to me, and makes me shy away from taking it further. One of the IPAS routines must be causing it. I was going to try to add some current-swept vegetation experimentin with tuber2 as in tubearray, but I've got to figure out the memory problem. Anyway, I'm on-line and my connection is terrible tonight. Gotta Go. Regards, Bill
#86525From: Yost GroupFeb 25, 1994 10:32 AM
Bill, if you've got a simple scene that takes more memory to render than the Installation Guide's guidelines, you should zip up the prj and maps (with Archive) and send it off to Jonas to take a look at. – G
#86596From: M. G. BATCHELORFeb 25, 1994 1:53 PM
Hi Gary, I was thinking about doing that if y'all don't mind. Gonna' take one more look myself though before disturbing anyone. Thanks, Bill
#86445From: M. G. BATCHELORFeb 25, 1994 1:51 AM
B/T/W, I didn't develop *any* motion for that test – just threw the stuff together on hunches, and spent the rest of the time trying to figure out the memory useage puzzle, and trying to reduce the flic size by *REMOVING* things ! ….other than trying to get some fish close to the camera with the amazing ability to pass through one another <g> Bill