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Dir3d-l Digest, Vol 8, Issue 17

Dir3d-l Digest, Vol 8, Issue 17

2004-01-12       - By dir3d-l-request@(protected)

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Today's Topics:

  1. RE: Torque URL? (Ken Hubbell)
  2. Re: Showing video as texture - help / hints needed (Roman Bl?th)
  3. [OT] Heightmaps in 3DSMAX (Jack Kristoffersen)
  4. Shockwave.com -- barriers to entry (webmaster@(protected))
  5. Re: [OT] Heightmaps in 3DSMAX (Greg Rafferty)
  6. .currentTime and position (Jack Kristoffersen)
  7. Re: [OT] Heightmaps in 3DSMAX (Lucas Meijer)
  8. Re: .currentTime and position (Lucas Meijer)
  9. Re: .currentTime and position (Berndt Garbotz)


-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --

Message: 1
Date: Sun, 11 Jan 2004 12:25:11 -0500
From: "Ken Hubbell" <ken.hubbell@(protected)>
Subject: RE: [Dir3d-l] Torque URL?
To: <dir3d-l@(protected)>
Message-ID:
  <COEAJLKHEIPDGIKLKDAEOELHCJAA.ken.hubbell@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Sorry all.  Bad habit in Outlook of just hitting reply.  I will be more
careful in the future.  Of course, in order to get that many lines, others
have been not deleting residue as well.

Thanks for the tip.
Ken

-- --Original Message-- --
From: dir3d-l-bounces@(protected)
[mailto:dir3d-l-bounces@(protected)]On Behalf Of Alex da
Franca
Sent: Saturday, January 10, 2004 5:39 PM
To: dir3d-l@(protected)
Subject: Re: [Dir3d-l] Torque URL?


Ken, please can you be a little bit more careful with your quoting style ?
your last mail had nearly 400 lines with one
simple single line question at the top.
that's an annoying waste of bandwith.
--

  |||
a�ex
 --

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-- ---- ---- ---- ---- ---- --

Message: 2
Date: Mon, 12 Jan 2004 10:13:43 +0100
From: Roman Bl?th <bloeth@(protected)>
Subject: Re: [Dir3d-l] Showing video as texture - help / hints needed
To: dir3d-l@(protected)
Cc: Danny Kodicek <dragon@(protected)>
Message-ID: <40026547.7060506@(protected)>
Content-Type: text/plain; charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1; format=flowed

Hello Alex and all the others here,


Alex da Franca wrote:

> At 16:02 Uhr +0100 09.01.2004, Roman Bl�th wrote:
>
>> concerning the subject above, you helped me a lot! It works both ways,
>> putting the video sprite behind the DTS 3D sprite and showing the
>> video in a MIAW. I have to compare the performances of both methods,
>> but both are much better than working with Real Video.
>
> I don't quite get that.
> it is a hassle working with real video. (especially on OSX)
> but I didn't notice that the performance was worsethan grabbing the
> stage (or the miaw) image for the texture.
> once I get the real video to work at all, it is so straightforward to
> run it as texture, since the member has an image property.
> do you have some 'hard numbers' or snippets, which show, that you get
> better performance with grabbing the stage image, as opposed to use
> the image of a realvideo member ?


Well, this is not as easy as it should be - after having read all the
tipps & tricks concerning 3d and video I decided to set the playback
rate of my movie to 15 fps as soon as the movie starts to play, since
that is the frame rate of the movie and somewhere someone stated that
setting the playback rate to the movie's frame rate should do good for
the performance.

So I play both - the movie and the video - with 15 fps. And there is no
difference in frame rates whether I use real video or quicktime. But
when I use real video the movie swallows most video frames, so that the
frame rate of the director movie is not affected, but the movie itself
is really really stop motion. Not so with quicktime. But maybe this has
got to do with my computer - though it is an Athlon XP 2000+ it has only
256 MB RAM, which might not be enough alongside with a display
resolution of 1600*1200 pixels (the graphics card is fast - it's a ATI
Radeon 9800 Pro.

So I could comment out the playback rate restriction, but I doubt these
numbers would show the difference between the two video types here...

Trust me, the real video plays awfully within the 3D-scene here (as I
said king of stop-motion), the quicktime is much faster / better
performing / much more fluently playing.


Best regards and have a good week over there,
roman bl�th.

-- ---- ---- ---- ---- ---- --

Message: 3
Date: Mon, 12 Jan 2004 14:40:50 +0100
From: "Jack Kristoffersen" <jack@(protected)>
Subject: [Dir3d-l] [OT] Heightmaps in 3DSMAX
To: <dir3d-l@(protected)>
Message-ID: <001e01c3d911$b161bd70$0a00000a@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Hi,

My artists render height maps for me, but they are in grayscale. Does anyone
know how they can render them so that they use all three colors, giving me
16 mill precision instead of 255?

Jack.



-- ---- ---- ---- ---- ---- --

Message: 4
Date: Mon, 12 Jan 2004 10:09:54 -0500
From: webmaster@(protected)
Subject: [Dir3d-l] Shockwave.com -- barriers to entry
To: "dir3d-l@(protected)" <dir3d-l@(protected)>
Message-ID: <1073920194.4002b8c2c4c45@(protected)>
Content-Type: text/plain; charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1

Just curious....of the thousands of Developers who use Director, only a few can
have their games featured on Shockwave.com

What are the barriers to entry (other than financial)?  Is it based on
subjective criteria relating to potential marketability of the game?

I have  new project now that I'm building a team of artists and coders for that
needs to hit the mass market. Shockwave seems to be an excellent distribution
system.

At any rate, any advice?



Quoting Jack Kristoffersen <jack@(protected)>:

> Hi,
>
> My artists render height maps for me, but they are in grayscale. Does anyone
> know how they can render them so that they use all three colors, giving me
> 16 mill precision instead of 255?
>
> Jack.
>
>
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> Dir3d-l mailing list
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-- ---- ---- ---- ---- ---- --

Message: 5
Date: Mon, 12 Jan 2004 15:47:35 +0000
From: Greg Rafferty <twistedpixels@(protected)>
Subject: Re: [Dir3d-l] [OT] Heightmaps in 3DSMAX
To: dir3d-l@(protected)
Message-ID: <4002C197.3070703@(protected)>
Content-Type: text/plain; charset=us-ascii; format=flowed

I know in photoshop it's possible to have a 16-bit grayscale image which
would give you 65,536 levels or so, but as far as I'm aware, there's not
a 24/32bit option.

Hope that helps.

Greg :)



-- ---- ---- ---- ---- ---- --

Message: 6
Date: Mon, 12 Jan 2004 17:18:55 +0100
From: "Jack Kristoffersen" <jack@(protected)>
Subject: [Dir3d-l] .currentTime and position
To: <dir3d-l@(protected)>
Message-ID: <000701c3d927$c6aaa550$0a00000a@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

When changing the currenttime of a keyframe object, it doesn't update its
position before the object is drawn. Does anyone know if there is a
workaround for this?

Jack.



-- ---- ---- ---- ---- ---- --

Message: 7
Date: Mon, 12 Jan 2004 17:39:40 +0100
From: Lucas Meijer <lucas@(protected)>
Subject: Re: [Dir3d-l] [OT] Heightmaps in 3DSMAX
To: dir3d-l@(protected)
Message-ID: <4002CDCC.3020702@(protected)>
Content-Type: text/plain; charset=us-ascii; format=flowed

Heya Jack,

> My artists render height maps for me, but they are in grayscale. Does anyone
> know how they can render them so that they use all three colors, giving me
> 16 mill precision instead of 255?

You can either write a raycaster in max/maxscript, and use that to
generate a 24bit heightmap.

You could do the same in director.

You can also have them export to RLA, and use the Z component, it
supports 16bits zdepth if I'm not mistaking. (you'll have to double
check though).

problem with 1 and 2 is that you have to do work :), problem with 3 is
that the rla format is pretty badly documented (at least it was in 2000
when I used it for heightmap export).

I don't know how they now export their heightmaps, but it usually helps
a lot if you at least use _all_ of the 256 discrete steps. Sometimes an
artist will have something far away, or closeby in the render, which
will cause the 256 steps to be stretched out way further than it needs
to be, giving you a lot less precision than what 256 steps could give you.

Good luck, Lucas

-- ---- ---- ---- ---- ---- --

Message: 8
Date: Mon, 12 Jan 2004 17:42:40 +0100
From: Lucas Meijer <lucas@(protected)>
Subject: Re: [Dir3d-l] .currentTime and position
To: dir3d-l@(protected)
Message-ID: <4002CE80.5030201@(protected)>
Content-Type: text/plain; charset=us-ascii; format=flowed

> When changing the currenttime of a keyframe object, it doesn't update its
> position before the object is drawn. Does anyone know if there is a
> workaround for this?

hehe, draw it :).. if you need access right away, you can try this:

tModel.keyframeplayer.currenttime34
the stagecolor=the stagecolor   -- force a screen redraw
tDoSomethingUseful(tModel.transform)

Not real pretty since you'll have to render the entire scene again.. If
this is a problem, you can sample the animation yourself, by putting
trough a preprocess which stores transforms at say each 50ms, and then
interpolate between those..   quality well be less good though, as
you're keyframing a keyframed animation...

Good luck, Lucas

-- ---- ---- ---- ---- ---- --

Message: 9
Date: Mon, 12 Jan 2004 17:53:59 +0100
From: Berndt Garbotz <berndt@(protected)>
Subject: Re: [Dir3d-l] .currentTime and position
To: dir3d-l@(protected)
Message-ID: <4002D127.6030104@(protected)>
Content-Type: text/plain; charset=us-ascii; format=flowed

maybe this ?

update

*Syntax*

member(|/whichCastmember/|).model(|/whichModel/|).update

*Description*

3D command; causes animations on the model to update without rendering.
Use this command to find the exact position of an animating model in Lingo.



Jack Kristoffersen schrieb:

>When changing the currenttime of a keyframe object, it doesn't update its
>position before the object is drawn. Does anyone know if there is a
>workaround for this?
>
>Jack.
>
>
>
>



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End of Dir3d-l Digest, Vol 8, Issue 17
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