water..!
19 messages in this thread
Love you example of water. Keep up the great work. I really can't wait to see
what you next script will be. Have you thought of just going all out and write
IPAS.
Mike White [SDP]
<Love you example of water. Keep up the great work.>
Thanks a lot Mike! I appreciate your feedback.
<I really can't wait to see what you next script will be.>
I uploaded three in the last couple of days (descriptions
below). One is another TSE-generated example; the other
two were created with POCO scripts in AniPro (sent to
library 2).
I'll probably be doing only "particle system" scripts for
a while. Particles seem to be able to create just about
anything. I'll share a secret (I wanted to see if anyone
would ask, but it's almost been two months); the spring in
SHR72.ZIP, is made out of particles!
By the way, I usually try out new ideas in 2-D first.
So, if you look at what I upload to library 2, you can get
an idea of what might be coming to 3ds. (I am still trying
to learn to make water in 3D, as good as the one in
3GA33.ZIP).
<Have you thought of just going all out and write IPAS.>
I can see it coming. I'd probably be doing it now if scripting
for 3ds "made the scene." <big g>
Thanks again. Let me keep hearing from you. (And, it doesn't
have to be positive.)
Ed K
——————————————————————–
BWA04 .ZIP 1478331 3171940 2-11-95 11:33PM (sent 2/12 8 PM)
Title: The Shards of Space. By Ed K.
KELLERMAN PXP SCRIPT EXTENSION TSE PARTICLE SYSTEM 1024×768 FLC
The animation starts with a view of a strange crystalline
landscape.
Suddenly, the ground drops, and you see the formation fall toward a sphere.
The resulting collision breaks up the structure into 700
shards. ("The Shards of Space" is the title of a novel by William
Scheckley)
Created with The Script Extension (PXP module) for 3D Studio
Release 4. TSE is available from Schreiber Instruments.
Ed Kellerman
——————————————————————-
3GA30B .ZIP 68477 153522 2-12-95 7:35AM (sent 10 PM )
Title: Volume Rendering Breakthrough! By Ed K.
KELLERMAN MPS PARTICLE SYSTEM MOLECULE ANIPRO 1024×768 ONE-FRAME FLC
Concept: Build objects w/"molecules," not faces.
Result: Complex objects easily rendered w/MANY dithering patterns
(some similar to 3ds'). Done w/MPS by using cels for particles.
This file has 7 images, made clearer by expanding the original
color range, and including enlargements for 3 types of dithering.
Each image, a frame from a 250,000-particle animation, rendered in 12.63
minutes (486-66), about the time that's required to check for collisions
between 4 bodies & a quarter-million particles!
Ed Kellerman
——————————————————————-
MPS226 .ZIP 801370 1926960 2-12-95 4:13 PM (sent 2/14 9 PM)
Title: Almost Endless Fall. By Ed K.
KELLERMAN MPS PARTICLE SYSTEM ENDLESS FALL 640X480 ANIPRO FLC
Several bodies were used to create a 2-D field. The field was made
visible by the colors of an array of 8190 immobilized particles.
The continuously increasing magnification creates the effect of
falling into the field. A fall which, in theory, never ends (but,
our microscope has its limits.)
Trip highlights: After going into a minute dimple (first visible
after 100 frames), you enter an area where scintillating Moire
patterns take over.
Ed Kellerman
——————————————————————
Hi Ed
With all the great work you have done I really couldn't give any negitive
replys.
I can't wait too see you next. I've followed you progess from the Poco to
Script, and I've enjoyed seeing and using your routines.
Keep it up.
Mike
Ed, these particle systems done with AniPro and 3DS are among the most
interesting things I've ever seen in my CGI experience.
– G
<Ed, these particle systems done with AniPro and 3DS are among the most
interesting things I've ever seen in my CGI experience.
– G>
Thanks Gary!
Ed,
I was also very impressed by your Water falling on invisible spheres. I take
it that you wrote a particle system from scratch using TSE? If so, great work!
Also, how did you make the tubular lettering in the upper right area of the
screen?
— James — Choreo Motion —
<I was also very impressed by your Water falling on invisible spheres. >
Thanks a lot! I guess I must have done the right things on that animation. It
had been sitting on one of my disks since december. I had given it a thumbs
down because when I did it I knew even less about 3ds than I do now. I didn't
know what a camara was <g>. So you only see one side.
To be fair, animator had a lot to do with enhancing that animation. It's going
to be a while before I can use 3ds as well as AniPro over a few years of full
time use. In spite of what you all may think. I have just learned one feature,
scripting. I have never lofted or shaped, and if I need to blur I run to
Animator. It's going to be interesting to see what will happens as I learn
more.
< I take it that you wrote a particle system from scratch using TSE? If so,
great work! >
Thanks again! It is included in TSE! I wrote several sample scripts So, I'm
biased when I say its a great product, but it really is!
TSE and Keyscript have really enhanced 3ds! I am writing an article
on keyscript for Planet Sudio and I've had to look very closely into
what scripting can do. I don't see how you managed without it. Now,
if the next enhancement would be "macro recording" then I'd switch!
Talking about the article; how many of you have QBASIC, or a version
of BASIC on your PC? (Type QBASIC on a DOS command line). If you do,
did you now you had it? Does it help you understand Keyscript better?
You can add it to the 3ds Program menu and get to the online help for
QBASIC easily. The problem is that QBASIC includes a lot more than
what you need and it may be hard to sort out what's relevant. Let me
know if you try it.
I have also been just about to upload a much simpler particle system
for Keyscript for several weeks. It'll get there!
<Also, how did you make the tubular lettering in the upper right area of the
screen?>
I could never recreate it again, but the starting point is similar to what I
explained in the following (discussing animator):
<2) How did you create that nice embossed text in your SPI05.FLC?>
Something close to the following: Colors
Background RGB= 0, 33, 33
Text RGB=0, 81, 81
Text font is either CLEAN.A8 or CLEAN.A11
Then use BOX with EMBOSS 70-100 % >
I used a much larger font though. And then played with soften ink
applied to indiviual colors inside the letters, and possibly the
background color (to do that use "SEPARATE" with "SOFTEN ink", use
the SINGLE option of SEPARATE) . Don't hesitate to ask if you want
to know more, or don't know animator well enough to know what I was
talking about.
I almost enjoy creating fonts for the files that I upload more than
doing the animations. Actually I have wondered if they are as nice as
I think they are because I rarely get questions about them. You'll
find many different fonts in my files in the "scripts" library.
Here is something I need help with and was about to post (I know this the wrong
section but I've got your attention<g>):
————————————–
I increased the memory on my machine to 40 Meg and would like to have 8 Meg of
that available for AniPro when I shell out of 3ds.
I can shell out fine, but haven't been able to increase the amount of memory
left free. I use MSDOS 6.2 on a 486-66. I've made AniPro a choice in the
Program menu and copied COMMAND.COM into C:\3DS4. I use 3DSHELL.
I've tried a few combinations of
1. EMM386 parameters, and
2. Switch setting (using CFIG386)
without success. It's starting to look like a long project! Can someone save
me time? (I'd rather be doing animations <g>)
Thanks
————————————–!
Ed K.
> It's going to be interesting to see what will happen as I learn more. <
Interesting indeed!!
> I can shell out fine, but haven't been able to increase the amount of memory
left free. <
I would check the options for the Phar Lap settings in your 3DS manual.
Frankly, I bought OS/2 because I was tired of dealing with such hassles. I
just start a program in its own VDM and there aren't any conflicts.
Fortunatley, we don't have long to wait before NT solves these problems in much
the same way. I pushed hard for OS/2, but now that the word is NT, I'm just as
happy. NT provides many more options in some respects, so it was a win-win
scenario regardless of which OS 3DS went to.
— James — Choreo Motion —
Ed,
>> how many of you have QBASIC, or a version of BASIC on your PC? (Type QBASIC
on a DOS command line). If you do, did you now you had it? <<
yes, I have it and use it occasionally for custom utilities. It's actually a
much deeper basic than tse's – so I get a little upset with TSE's limited
basic. There's usually a work around, but it's extra effort that could be
better used in the creative side.
BTW, I applaud your work on TSE. I submitted a script, too, but I haven't had
time top get really deeply into it. I know I will in the future or I'll have
others write stuff for me, if necessary.
<<BTW, I applaud your work on TSE.>
Thanks!
<<I submitted a script, too, but I haven't had time to get really
deeply into it.>>
You are making good on the threat to contribute scripts that you
made a few months back <g>.
<have others write stuff for me, if necessary>
I would be interested!
<It's actually a much deeper basic than tse's – so I get a little
upset with TSE's limited basic. >
But, you can use TSE now, instead of having to wait for a version
with more commands <g>.
I asked about QuickBasic in my note, because I talk about it, in an
article about Keyscript for the next issue of "Planet Studio."
In the article I explain how to add QuickBasic to the program
menu, and then be just a couple of clicks away from full-screen
help for (a version of) BASIC. I also mention where to read about
using QuickBasic to debug complex 3-D scenes.
I hadn't thought of this idea when I wrote the article:
– Place the information found while using help in QuickBasic
in a file, before returning to the script editor.
– Go to the script editor window that's not being used for
your code, and load that file.
– Use copy/paste to copy QuickBasic examples, to use as
prototypes, to your code.
Do you edit scripts within 3ds or have you found an editor you'd
rather use? I like kedit, mostly because I can write macros to
create new commands. I've done neat (IMHO) things with kedit that
might be useful to many people if redone as scripts. Maybe
someone will want to write scripts to do the following:
3ds Task-oriented help:
I like the 3ds ".HLP" files, they are very well done, and
are excellent for complete, summarized information. (Those files
are used, by 3DS, when help is requested.)
I combined copies of all of them in just one file (with an id
added to each line to identify its source). I now use that file
whenever I need task-oriented help. I search the file with kedit
macros (that could be redone as scripts) whenever I don't think I
know all the areas related to WHAT I WANT TO DO (vs. details
about specific commands). For example, I just used the file to
get help on blurring. I asked kedit for all entries that
mentioned "blur." I got two. They covered three commands and a
slider (four lines contain those items and are marked with an "*"
below.):
KeyColCom >8010 ( )
* KeyColCom Object/Motion Blur assigns the current motion blur settings to
KeyColCom one or more objects. (You can define motion blur using
* KeyColCom Renderer/Setup/Options in the 3D Editor, and you can apply
* KeyColCom motion blur to the entire scene using Renderer/Video Post.)
* MatEdi >23 ( The Reflect. Blur Slider )
MatEdi The Reflect. Blur slider determines the sharpness of reflection
MatEdi bitmaps.
In just those eight lines of text, besides the name of the four
command/sliders, there is also information on when to use them
and where to find them. Pretty complete and concise!:
Apply blur to objects – Keyframer Object/Motion Blur
Apply blur to scene – Keyframer Renderer/Video Post
Adjust motion blur – 3D Editor Renderer/Setup/Options
Adjust bitmap reflec. – Mat Editor Reflect. Blur slider
I couldn't feel confident using a list that was not created
automatically, such as the index to a book. In fact, the index of
the Reference manual has only two entries for "blur," neither
leading to any of the three commands I kedit found for me.
TSE help and prototypes
I use a slightly out-of-date copy of the TSE manual with kedit, to
locate and copy portions (prototypes) to my scripts. This is
specially useful with large structures, as the one listed below.
With permission, I can make the file available.
MyLightStuff.on = ? :' (1 or 0) light is turned on
MyLightStuff.shadow = ? :' (1 or 0) light casts shadow
MyLightStuff.cone = ? :' (1 or 0) cone is displayed
MyLightStuff.rect = ? :' (1 or 0) light is rectangular
MyLightStuff.proj = ? :' (1 or 0) light is projector
MyLightStuff.over = ? :' (1 or 0) light overshoots
MyLightStuff.atten = ? :' (1 or 0) light is attentuated
MyLightStuff.ray = ? :' (1 or 0) shadow is raytraced
MyLightStuff.x = ? :' X coord of light
MyLightStuff.y = ? :' Y coord of light
MyLightStuff.z = ? :' Z coord of light
MyLightStuff.tx = ? :' X coord of light target
MyLightStuff.ty = ? :' Y coord of light target
MyLightStuff.tz = ? :' Z coord of light target
MyLightStuff.hotsize = ? :' size of hotspot in degrees
MyLightStuff.fallsize = ? :' size of falloff in degrees
MyLightStuff.bank = ? :' bank in degrees
MyLightStuff.aspect = ? :' aspect ratio
MyLightStuff.inrange = ? :' attenuation min
MyLightStuff.outrange = ? :' attenuation max
MyLightStuff.bias = ? :' shadow map bias
MyLightStuff.shadfilter = ? :' shadow map sample size
MyLightStuff.size = ? :' shadow map size in pixels
(squared)
MyLightStuff.raybias = ? :' ray-traced shadow bias
MyLightStuff.r = ? :' light color (red)
MyLightStuff.g = ? :' light color (green)
MyLightStuff.b = ? :' light color (blue)
MyLightStuff.mult = ? :' light multiplier
The Prohance-mouse
I have found a 40-button Prohance very valuable. There are no
OS/2 drivers for it yet (which has kept me from switching to
OS/2). Each key has six "shift-states" (similar to alt, ctrl,
etc.), so there are 240 definitions per "button-definition-file."
You can have as many files as you want. For example, the button
that takes me from 3ds to AniPro also loads the file with the
definitions for the mouse buttons that I use in animator.
You can specify very useful definitions for the buttons. For
example, to test a KeyScript script I am editing, I use a button that
saves the file, executes it, switches to the keyframer, sets the
animation to the first frame and starts it. AND, on the way
also answers all the "Are you sure …" questions. All in about
a second or two for small scripts. Another button takes me back
to the editor even quicker. It makes trying changes ("what if")
very fast and easy.
That description applies to all text-editors I use. The same
button always takes me to the keyframer. The mouse simply
executes commands specific to each editor (remember the six
shifts per key, the mouse is in a different shift-state
for each editor.).
Similarly the same button takes me to the Keyscript editor from
anywhere. The mouse handles the different ways to get there. I
can concentrate on what I'm doing, and let the mousee tell 3ds
the details it needs to do what I want.
I would be more than happy to share my "mouse" files also.
Ed K
Ed,
>> But, you can use TSE now, instead of having to wait for a version
with more commands <g>. <<
this is true. I was on the beta program, but didn't get involved as much as I
would have liked. I only wrote 2 scripts. #1 was for moving selections of
objects in the keyframer, sortof like object move [selected] in the 3d editor
(mainly useful for the game I was working on). #2 was a light utility for
changing exclusion lists to a selected list of lights. I stopped developing it
when I found out somebody had already written a more involved IPAS freeware
utility to do everything mine did and more.
I just use the 3ds editor for scripting. I'm not as deeply involved as you in
working with scripts, although I may be yet. However, I might take you up on
the script writing. I might need a source for writing scripts and you sound
like you could handle some of the fancy stuff I have in mind. I just finished
working on some screen graphics for a movie and a programmer wrote an amazing
script to choreograph a bunch of heads doing a bizarre concentrator effect. It
was beautiful and I think you would have liked it. The textures even slide from
one head to another and blend using an .sxp script, I think.
<#1 was for moving selections of objects in the keyframer, sortof like object
move [selected] in the 3d editor (mainly useful for the game I was working on)>
I often want to select hundreds of objects (particles to me) based on where
they ended up on frame 100, and delete them, or change their color or material
(to track them).
< a programmer wrote an amazing script to choreograph a bunch of heads doing a
bizarre concentrator effect. It was beautiful and I think you would have liked
it. The textures even slide from one head to another and blend using an .sxp
script>
You are right, I would probably like it.
Ed K
Martin:
>> I just finished working on some screen graphics for a movie and a
>> programmer wrote an amazing script to choreograph a bunch of heads
>> doing a bizarre concentrator effect. It was beautiful and I think you
>> would have liked it. The textures even slide from one head to another
>> and blend using an .sxp script, I think.
This, _I_ would like to see!
MartinD,
re: weird script
>> This, _I_ would like to see! <<
I'd love to be able to show it to you, but I'd probably be breaking
lots of agreements if I did. I'll see what the guy says who wrote it.
The movie, called "Virtuosity", should be a Summer release. It's a
bit along the lines of "Lawnmower Man" and is by the same director
(Brett Leonard).
>> "Virtuosity"
You're working on Virtuosity, too! I'm getting the impression that
there will be a great deal of 3D Studio animation in that film…
(Another party working on the film contacted me about TSE recently.)
You guys are working on Virtuosity too?!
Geez, I wonder how many of us are involved?
Danny…
MartinD,
>> You're working on Virtuosity, too! <<
did I say that? oops…. I think it's OK to say that. To clarify
things, I was working on it and have finished the sequences I was
given. There is the possibility I'll be given more since they seemed
to be pleased with my work. There's probably going to be a majority
of the 3D CGI done with 3ds for the film.
Ed, you _are_ the script master. <G> Lots of interesting, helpful, and
straight-forward ideas here.
>> The Prohance-mouse <<
Sounds great… could you give me some more info on this? How about posting
the mouse key definition for testing a KeyScript script that you mentioned?
One of the areas where I find myself wanting in 3ds is in some kind of macro
ability (did you get that WISH, Jonas?)… this mouse sounds like just the
trick.
thanks for taking the time to share your secrets…
– Dan / n-Space, Inc.
<< The Prohance-mouse Sounds great… could you give
me some more info on this?>>
ProHance Technologies, Inc.
1172-D Aster Avenue
Sunnyvale, Ca 94086
(408) 246 4390
On 10/14/94 I paid $175 + $10 shipping for a
"PowerMouse/100" (the 40-button mouse). Also available
as a trackball. There are models with fewer buttons.
<How about posting the mouse key definition for testing a
KeyScript script that you mentioned?>
Here's the one for the key that takes me from the script
editor to the keyframer, then moves the animation to the
first frame and plays it.
[FN Lock]
What a mouse key does depends on the "shift" (like
"alt" on a keyboard). The shift can be be locked
(like using "Num lock" on a keyboard). I use "FN"
for the keyframer key-definitions.
[ESC][ESC]
The extra ESC handles the "Continue" button some
scripts put up when they finish. Otherwise, it has
no effect.
Y "Yes" (to approve leaving the editor)
[WAIT 495]
To wait until I am out of the editor. The weird
delay, 495, was put in by the "key definition
editor." I asked for 0.5 seconds. 495 millisec
is the closest value that can be timed.
[F4]
Necessary because I use TSE. I could be in the
3D-editor at this point and want to go to the
Keyframer.
[BEEP]
I use a "beep" whenever I go to a different program.
It provides feedback (its like having the keyboard
keys "click" when used).
[WAIT 220] <
Wait until we reach the keyframer. Then move to
the frist frame.
[WAIT 220] /
Play the animation.
Before you spend your money, I'll tell you the shortcomming
I've found. In my case, they weren't significant, but they
might be for you (if you are using OS/2, for example).
– Can't be used to reproduce mouse movement with 3DS or
AniPro. Only keyboard actions.
– Can't do F11 or F12 (yet)
– No OS/2 driver
– It doesn't know when the system is ready for the next
action. If you are working with a lot of objects
the PC will miss commands from the end of the macro.
This is handled in the macro by inserting typical
delays between commands. And when commands are
missed (1-2 % of the time in my case) you tell it
what to do again.
– mouse/keyboard combinations, (such as alt-click) have
to be assigned to a mouse button key. You can't use
alt, for example, to modify the action of a mouse
button. You would use the button defined as alt-click.
Not a real problem, but you have to get used to it.
– Normally you can bring up a "key-definition editor"
at any time. In my case (Viper) I can't do it from
3ds (unless I want to re-boot<g>). With release 3 I
was able to do it (had to go to the materials editor
for a second to clean the display). Now I go to DOS
to edit the definitions.
– You are supposed to be able to record what you are
doing as a macro. Trying to do that has forced me
to reboot a couple of times (I've only tried
recording, while using 3ds).
Let me know if you want more information, or sample
definitions.
Ed K