CompuServe Thread

water..!

19 messages in this thread
#152445From: Mike White SunDog Pro.Feb 11, 1995 3:15 PM
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]
#153016From: Ed KellermanFeb 14, 1995 12:53 AM
<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 ——————————————————————
#153113From: Mike White SunDog Pro.Feb 14, 1995 1:11 PM
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
#153230From: Yost GroupFeb 14, 1995 10:48 PM
Ed, these particle systems done with AniPro and 3DS are among the most interesting things I've ever seen in my CGI experience. – G
#153244From: Ed KellermanFeb 15, 1995 12:30 AM
<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!
#153469From: James Coulter[Mindscape]Feb 15, 1995 11:19 PM
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 —
#153497From: Ed KellermanFeb 16, 1995 1:55 AM
<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.
#153987From: James Coulter[Mindscape]Feb 17, 1995 11:19 PM
> 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 —
#154489From: MARTIN G FOSTERFeb 20, 1995 7:11 PM
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.
#154653From: Ed KellermanFeb 21, 1995 10:24 AM
<<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
#154677From: MARTIN G FOSTERFeb 21, 1995 11:06 AM
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.
#154888From: Ed KellermanFeb 22, 1995 8:30 AM
<#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
#155173From: Martin Doudoroff/KUBFeb 23, 1995 9:18 AM
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!
#155179From: MARTIN G FOSTERFeb 23, 1995 10:08 AM
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).
#155621From: Martin Doudoroff/KUBFeb 25, 1995 9:27 AM
>> "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.)
#155665From: Danny MercurioFeb 25, 1995 4:49 PM
You guys are working on Virtuosity too?! Geez, I wonder how many of us are involved? Danny…
#156056From: MARTIN G FOSTERFeb 28, 1995 12:15 AM
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.
#154887From: Dan O'LearyFeb 22, 1995 8:12 AM
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.
#155304From: Ed KellermanFeb 23, 1995 5:42 PM
<< 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