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Dir3d-l Digest, Vol 8, Issue 21

Dir3d-l Digest, Vol 8, Issue 21

2004-01-15       - By dir3d-l-request@(protected)

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Today's Topics:

  1. Re: Grassball (den ivanov)
  2. RE: Grassball (Christophe Leske)
  3. Re: Grassball (grimmwerks)
  4. RE: Windoze and my evil little cursor - Follow Up
     (Allen Partridge)
  5. getWorldTransform().rotation (Carl Lydon)
  6. Re: getWorldTransform().rotation (Danny Kodicek)
  7. Re: Grassball (toxi)
  8. Re: Windoze and my evil little cursor (Dave Mennenoh)
  9. Re: Grassball (Dave Mennenoh)
 10. cloneModelFromCastMember oddity (Dave Mennenoh)
 11. Re: cloneModelFromCastMember oddity (Dave Mennenoh)
 12. Re: cloneModelFromCastMember oddity (Lucas Meijer)
 13. Re: cloneModelFromCastMember oddity (Dave Mennenoh)


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

Message: 1
Date: Wed, 14 Jan 2004 23:08:19 +0300
From: "den ivanov" <den@(protected)>
Subject: Re: [Dir3d-l] Grassball
To: <dir3d-l@(protected)>
Message-ID: <001f01c3dada$28f64620$f603a8c0@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

AMAZING!!!!!!

/den

-- -- Original Message -- --
From: "Neto" <neto@(protected)>
To: <dir3d-l@(protected)>
Sent: Wednesday, January 14, 2004 5:10 PM
Subject: [Dir3d-l] Grassball


> Little demo of the infamous "fur rendering".
>
> http://www.station-zero.com/medion/demos/fur.htm
> http://www.station-zero.com/medion/demos/fur.dir
>
> Just a 22 spheres in the same place, each one slightly bigger than the
> previous, and with a slightly lower blend level. The animation is simply
> texture translation along the Y axis. Cheap, but looks cool. Bad thing it
> can be slow on pre GF3 cards, due to too many alphas.
>
> __ ____ ____ ____ ____ ____ ____ ____ ____ ____
> Dir3d-l mailing list
> Dir3d-l@(protected)
> http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
>


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

Message: 2
Date: Wed, 14 Jan 2004 21:55:18 +0100
From: "Christophe Leske" <leske@(protected)>
Subject: RE: [Dir3d-l] Grassball
To: <dir3d-l@(protected)>
Message-ID: <001e01c3dae0$bae62400$0b01a8c0@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Seriously wow!
But is quite slow here on my machine with a Geforce MX440.

But great stuff, looks really great.

Christophe Leske

http://www.multimedial.de
mail: info@(protected)
tel. +49-(0)211 230 99 70
.:.  f�rstenwall  157 .:.
:::  40215 d�sseldorf :::


> -- --Original Message-- --
> From: dir3d-l-bounces@(protected)
> [mailto:dir3d-l-bounces@(protected)] On Behalf Of Neto
> Sent: Wednesday, January 14, 2004 3:10 PM
> To: dir3d-l@(protected)
> Subject: [Dir3d-l] Grassball
>
>
> Little demo of the infamous "fur rendering".
>
> http://www.station-zero.com/medion/demos/fur.htm
> http://www.station-zero.com/medion/demos/fur.dir
>
> Just a 22 spheres in the same place, each one slightly bigger
> than the previous, and with a slightly lower blend level. The
> animation is simply texture translation along the Y axis.
> Cheap, but looks cool. Bad thing it can be slow on pre GF3
> cards, due to too many alphas.
>
> __ ____ ____ ____ ____ ____ ____ ____ ____ ____
> Dir3d-l mailing list
> Dir3d-l@(protected)
> http://nuttybar.drama.uga.edu/mailman/listinfo> /dir3d-l
>




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

Message: 3
Date: Wed, 14 Jan 2004 16:12:28 -0500
From: grimmwerks <grimm@(protected)>
Subject: Re: [Dir3d-l] Grassball
To: "dir3d-l@(protected)" <dir3d-l@(protected)>
Message-ID: <BC2B1AEC.141EE%grimm@(protected)>
Content-Type: text/plain; charset="US-ASCII"

Very pretty on a G5 dual 1.8 with the Radeon 9800 though...


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

Message: 4
Date: Wed, 14 Jan 2004 17:16:41 -0500
From: "Allen Partridge" <partridge@(protected)>
Subject: RE: [Dir3d-l] Windoze and my evil little cursor - Follow Up
To: <dir3d-l@(protected)>
Message-ID: <006301c3daec$16841dc0$d1fea8c0@(protected)>
Content-Type: text/plain;   charset="US-ASCII"

Last night I wrote a work around to keep the mouse off to the 2D part of
the screen. The short of it is, the frame rate is running at full speed,
I'm using a variable to represent the mousePos rather than the mouseLoc
and moving the mouse back to 2D land every frame.

It was definitely the mouse - though I haven't tried to duplicate it on
any other systems yet.

--al

-- --Original Message-- --
From: dir3d-l-bounces@(protected)
[mailto:dir3d-l-bounces@(protected)] On Behalf Of Allen
Partridge
Sent: Wednesday, January 14, 2004 7:11 AM
To: dir3d-l@(protected)
Subject: RE: [Dir3d-l] Windoze and my evil little cursor

So in the shower this morning, it hits me... the only hardware /
peripheral that the two machines have in common... the mouse.


Anybody else using IBM optical mice?

--al

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

Message: 5
Date: Wed, 14 Jan 2004 17:27:17 -0500
From: Carl Lydon <sillyp@(protected)>
Subject: [Dir3d-l] getWorldTransform().rotation
To: dir3d-l@(protected)
Message-ID: <CF846270-46E0-11D8-AC67-000393C33E6E@(protected)>
Content-Type: text/plain; charset=US-ASCII; format=flowed

Hi,
  GetWorldTransform().rotation is testable but not settable, but is
there an easy way around that?

  I have a camera that orbits around a fixed point. I have an object at
this point which is parented to the camera so that it is always facing
towards the camera, and rotates with it. There are situations where I
want the object to stop rotating as the camera orbits and then go to
it's relative rotation and position to the parent camera. I realize
that i could change parent=world, but it would be slightly complicated
to change it back to the camera. So what I need to do is look at the
world rotation and negate it somehow such that my end result for the
world rotation=vector(90,0,0). I tried just subtracting vector(90,0,0)
from the world rotation, and then adding it to the transform rotation,
and I also tried several other math operations and also the prerotate
command but i have yet to get it right. Is there an easier way? maybe i
will figure it out....

  Me so dumb. Me fix with rock.

-Carl
www.sillyplanet.net


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

Message: 6
Date: Thu, 15 Jan 2004 09:42:53 -0000
From: "Danny Kodicek" <dragon@(protected)>
Subject: Re: [Dir3d-l] getWorldTransform().rotation
To: <dir3d-l@(protected)>
Message-ID: <001401c3db4c$0a089d40$ab439fd4@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"


> Hi,
> GetWorldTransform().rotation is testable but not settable, but is
> there an easy way around that?
>
> I have a camera that orbits around a fixed point. I have an object at
> this point which is parented to the camera so that it is always facing
> towards the camera, and rotates with it. There are situations where I
> want the object to stop rotating as the camera orbits and then go to
> it's relative rotation and position to the parent camera. I realize
> that i could change parent=world, but it would be slightly complicated
> to change it back to the camera. So what I need to do is look at the
> world rotation and negate it somehow such that my end result for the
> world rotation=vector(90,0,0).

How about
myobject.pointat(myobject.worldposition+vector(1,0,0))

I can never remember which direction corresponds to which rotation, but
apart from changing the value of the vector, that should do what you want.
Of course, it doesn't answer the general question, but it's a simple quick
fix.

Danny


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

Message: 7
Date: Thu, 15 Jan 2004 11:09:32 +0000
From: toxi <toxi@(protected)>
Subject: Re: [Dir3d-l] Grassball
To: dir3d-l@(protected)
Message-ID: <400674EC.5020208@(protected)>
Content-Type: text/plain; charset=ISO-8859 (See http://ISO-8859.ora-code.com)-1; format=flowed

Neto wrote:

> Little demo of the infamous "fur rendering".

..and it looks famously in-cre-di-bil� ;) definitely basis for some
further experimentation...

one tiny thing though, i'd set the resolution of the sphere resource
down to 8-10.. it'll speed up a lot as at current you're pushing 25k+
polygons.

best, toxi.
--
http://www.toxi.co.uk



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

Message: 8
Date: Thu, 15 Jan 2004 08:07:08 -0600
From: "Dave Mennenoh" <dmennenoh@(protected)>
Subject: Re: [Dir3d-l] Windoze and my evil little cursor
To: <dir3d-l@(protected)>
Message-ID: <06ab01c3db70$e64f4280$6401a8c0@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Hi guys, been following this as I think it's quite interesting, if not
bizzare. I did a little test to Allen, probably just like NC's and got no
difference in fps depending on the cursor position. Also no difference if
the cursor was invisible. Running XP Pro here...
You did mention you are using IBM optical miceon both machines... do you
possibly have a different mouse you could use? Or did you try that already?
What video cards? Strange, strange, strange...


Dave
http://www.blurredistinction.com/director


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

Message: 9
Date: Thu, 15 Jan 2004 08:08:14 -0600
From: "Dave Mennenoh" <dmennenoh@(protected)>
Subject: Re: [Dir3d-l] Grassball
To: <dir3d-l@(protected)>
Message-ID: <06ae01c3db71$048ca760$6401a8c0@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Excellent! Thanks for the code too, been playing around with it... <g>


Dave
http://www.blurredistinction.com/director


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

Message: 10
Date: Thu, 15 Jan 2004 08:14:59 -0600
From: "Dave Mennenoh" <dmennenoh@(protected)>
Subject: [Dir3d-l] cloneModelFromCastMember oddity
To: <dir3d-l@(protected)>
Message-ID: <06af01c3db71$f5a1b9b0$6401a8c0@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

I just started having an issue with this last night which I cannot make
sense of. Basically I use this syntax:

modRef = myWorld.cloneModelFromCastMember("disc", "Cylinder01",
member("qb-disc"))

so I get a model reference to work with. This has been fine for a long time.
Suddenly I started getting an error at this spot though, that's all the
error was - just "error" and then one of the 3D xtras lovely giant negative
number error codes.

Soon as I remove the modRef = and simply do the clone it works. But the
exact same code (with getting the model ref) works fine elsewhere in the
same project, just in a different parent script.

Does this make sense to anyone?


Dave
http://www.blurredistinction.com/director


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

Message: 11
Date: Thu, 15 Jan 2004 08:28:49 -0600
From: "Dave Mennenoh" <dmennenoh@(protected)>
Subject: Re: [Dir3d-l] cloneModelFromCastMember oddity
To: <dir3d-l@(protected)>
Message-ID: <06ce01c3db73$e478a660$6401a8c0@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

Doh!
Sorry, I was not resetting the member I was cloning from first... working
fine now.


Dave
http://www.blurredistinction.com/director


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

Message: 12
Date: Thu, 15 Jan 2004 16:01:52 +0100
From: Lucas Meijer <lucas@(protected)>
Subject: Re: [Dir3d-l] cloneModelFromCastMember oddity
To: dir3d-l@(protected)
Message-ID: <4006AB60.6030405@(protected)>
Content-Type: text/plain; charset=us-ascii; format=flowed

> Doh!
> Sorry, I was not resetting the member I was cloning from first... working
> fine now.

You don't have to resetWorld() it, preload()'ing is enough.

Bye, Lucas

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

Message: 13
Date: Thu, 15 Jan 2004 09:44:41 -0600
From: "Dave Mennenoh" <dmennenoh@(protected)>
Subject: Re: [Dir3d-l] cloneModelFromCastMember oddity
To: <dir3d-l@(protected)>
Message-ID: <071501c3db7e$7db3e650$6401a8c0@(protected)>
Content-Type: text/plain;   charset="iso-8859 (See http://iso-8859.ora-code.com)-1"

>>You don't have to resetWorld() it, preload()'ing is enough.

Thanks Lucas.. not sure why I got into the habit of using resetWorld...
maybe because I need to on my main 3D member. But you're right, I switched
from resetting the other 15 or so, and instead use preload and it's about
150ms faster on average - nearly 20%, which ain't bad.


Dave
http://www.blurredistinction.com/director


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

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End of Dir3d-l Digest, Vol 8, Issue 21
**************************************