Particles Away!
8 messages in this thread
Hey Ed,
I'm messing around with BlownAway, and I noticed that the image renders at 100
x 100 and I wanted to change the size. I put in 640×480 and got a Dimension
line error for line 85. I raised the value in the loop to 480 and that didn't
work. So I went back and just tried to increase the value to 200 and that
didn't work, then I tried increase the Area/2500 and that didn't work, so what
am I missing here, hmmm?
John
<Hey Ed,
I'm messing around with BlownAway, and I noticed that the image renders at 100
x 100 and I wanted to change the size. I put in 640×480 and got a Dimension
line error for line 85. I raised the value in the loop to 480 and that didn't
work. So I went back and just tried to increase the value to 200 and that
didn't work, then I tried increase the Area/2500 and that didn't work, so what
am I missing here, hmmm?
John>
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I'm glad someone is using the TSE sample scripts! When testing that script I
encountered a similar problem, but that was with TSE beta-code. I'll take a
close look after Friday (I got an extension on the deadline for my article
until Friday at 11 AM).
But, the script still uses the "workaround" code I added at the time. It simply
ignores black pixels. See if it works if you make more of the pixels black.
I just read your e-mail. Thanks for testing KeyScale! Sounds like its ready to
be uploaded.
Ed K
Hi Ed,
I'll see what I can do with changing the number of pixels. This is no rush but
of much interest.
As for KeyScale, well that's a masterpiece!
For those of you who don't know about KeyScale, I think its one of the most
significant scripts for the Keyframer to date. It allows you to select, (thanks
to Ed's effort) several objects (nodes in Script parlance) and move their
starting and ending keyframe positions.
For instance you have a logo flying in with several other objects
which are attached but also have their own keyframes. The starting
time for the logo is say frame 120 and ends at 200. However, after
preveiwing it you conclude that it starts 30 frames too late. Well
you can shift the whole sequence by just selecting the parent and
children in the dialog box and giving it a value of .25, and all the
keys now start at 80!
Wow what a time saver! For those of you who like to move around the
timing of individual or group objects this is an amazingly useful bit
of code, so that you can get things happening at just the right time
without a herculean effort of moving keys around. The more complex
your animations the more you're going to love it! I get lost in the
keyframer with moving more than 5 objects starting and ending times,
and it can get really messy with hierarchically linked objects.
KeyScale is the answer!
He's also included an offset so that you can shift the sequence of
keys and then increment them by whatever number of keys you wish.
This script is a _must_ have! I hope Ed gets a chance to upload it
soon.
Another possibility is that instead of sliding the sequence by a percentage
value you could just use the offset. So either way its very flexible. I've
tested it and given my feedback but there may be some refinements you would
like to see implemented. If so I'm sure Ed would welcome them. But as it
stands, I think you'll find it extraordinarily useful!
Thanks Ed, its really neat!
John
<For those of you who don't know about KeyScale, I think its one of the most
significant scripts for the Keyframer to date>
Gee thanks John! I went to check it before uploading it, and before I knew it I
have spent the time since the last message adding comments to explain the code
better and adding scripting tips. I am going back to finish it now. I've seen
your e-mail, and as you suggest, I'll wait until this is all done.
Ed K
Ed–
If you do fix the BLOWAWAY script so that it works at other resolutions, please
upload it here! It really is a kick-*** script, and it shows a truly unique
application for an IXP!
Martin
<If you do fix the BLOWAWAY script so that it works at other resolutions,
please upload it here! It really is a kick-*** script>
If?
I'm almost done with what I was doing, and starting to get back to what I
really like. Playing with scripts. I uploaded two more TSE sample animations
yesterday. Descriptions attached. Let me know your opinion. You know that I
set my direction based on the feedback I get (and wouldn't have learned to use
cameras if you hadn't given me feedback about it. Remember <g>. Negative
feedback IS more useful, but in that case use E-mail <g>.
That reminds me. Remember the animation (5 blocks and water) for which you did
the camera motion? What are the two rectangles (one is yellow and I think the
other one is green) in the camera port. They just about fill the view. (I want
to learn 3ds ASAP! <g>).
Ed K
——————————————————————-
2SPH15.ZIP Size = 671611 95-02-20
Title: TSE Feeding Frenzy. By Ed K.
KELLERMAN PXP SCRIPT EXTENSION TSE PARTICLE SYSTEM ANIPRO 1024×768 FLC
A mistake I made in a PXP script (for The Script Extension) gets the
credit for this animation, a work as photorealistic as one of Picasso's.
While watching 3DS render refinement after refinement, I remembered my
frustrations modifying "wet" oil paintings. Computer artists will love
scripting! Now, they can even have a record of what they did!
AniPro was used to adjust colors, and to add text and frame
(interesting scrollwork created by repeated application of Emboss
ink).
TSE is available from Schreiber Instruments.
Ed Kellerman
——————————————————————
2SPH13.ZIP 480464 773432 95-02-20
Title: TSE Charcoals. By Ed K.
KELLERMAN PXP SCRIPT EXTENSION TSE PARTICLE SYSTEM ANIPRO 1024×768 FLC
A 9-frame grey-on-black animation for the artistically inclined. You'll
never use this type of animation to make a profit. But that's not all
you use 3ds and Animator for, is it?
Created with The Script Extension (PXP module). "Charchoal" grays
created in AniPro with "Flic/Effects…/Grays only"
TSE is available from Schreiber Instruments.
Ed Kellerman
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>> I'm almost done with what I was doing, and starting to get back to what
>> I really like. Playing with scripts. I uploaded two more TSE sample
>> animations yesterday. Descriptions attached. Let me know your
>> opinion.
Will do. I'm looking forward to seeing them. (I'll download them now, in fact.)
>> That reminds me. Remember the animation (5 blocks and water) for which
>> you did the camera motion? What are the two rectangles (one is yellow
>> and I think the other one is green) in the camera port.
I believe you are referring to the "safe frame". You can turn them on and off
with the option under the View drop-down in the 3D Editor or Keyframer. The
inside rectangle is supposed to represent the space in the view which is safe
for placing titles and content which requires legibility. The outside rectangle
is supposed to represent the boundaries of the image. Actually, they're
extremely arbitrary, but they do help in composing the image. (The safe frame
is analogous to the ground glass in a camera viewfinder.)
Martin
<I believe you are referring to the "safe frame">
Thanks