{"id":1213,"date":"2018-02-17T22:32:31","date_gmt":"2018-02-18T06:32:31","guid":{"rendered":"http:\/\/harrymccracken.com\/blog\/?page_id=1213"},"modified":"2018-02-17T22:32:44","modified_gmt":"2018-02-18T06:32:44","slug":"bix-animation-conference-boob-tube","status":"publish","type":"page","link":"https:\/\/harrymccracken.com\/blog\/bix-animation-conference-boob-tube\/","title":{"rendered":"BIX Animation Conference: boob.tube"},"content":{"rendered":"<p>==========================<br \/>\nanimation\/bit.by.bit #1, from hmccracken, 190 chars, Sun Oct 22 23:33:28 1989<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: This topic&#8230;<br \/>\nis for discussion of computer animation.  If it&#8217;s animation, and it&#8217;s done<br \/>\non a computer &#8212; anything from a Commodore 64 to a Cray &#8212; here&#8217;s the place<br \/>\nto talk about it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #2, from dlmickish, 112 chars, Tue Oct 31 04:13:06 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: BADGE Killer Demos<br \/>\nSo&#8230; when will the BADGE Killer Demo Contest # 2 winners be available<br \/>\nin \/listings ?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #3, from switch, 61 chars, Tue Oct 31 08:44:22 1989<br \/>\nThis is a comment to message 2.<br \/>\nThere are additional comments to message 2.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ll check with jdow if they&#8217;re available, and let you know.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #4, from tmoran, 308 chars, Wed Nov  1 15:20:56 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Any suggestions on low price, but at least S-VHS quality,<br \/>\nVCRs that can record individual frames (not just play back).  Even<br \/>\nthe ED-Beta deck with fancy programmable editing claims to be only<br \/>\naccurate to +- several frames, and that&#8217;s by doing a pre-roll and<br \/>\nthen starting to write at a marked point.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #5, from jimomura, 226 chars, Wed Nov  1 16:16:27 1989<br \/>\nThis is a comment to message 4.<br \/>\nThere are additional comments to message 4.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I doubt if there&#8217;s anything in the consumer market.  In fact,<br \/>\nthere probably isn&#8217;t even much in the pro market.  You could cross<br \/>\npost the question to the &#8216;television&#8217; conference.  David&#8217;s probably<br \/>\nthe best expert on BIX.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #6, from switch, 128 chars, Wed Nov  1 16:31:15 1989<br \/>\nThis is a comment to message 4.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 4.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI don&#8217;t think there&#8217;s anything on the consumer market.  There are Lyon-Lamb<br \/>\nsystems available, but those cost upwards of $1000.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #7, from jmallard, 940 chars, Wed Nov  1 20:39:30 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: this is a comment to message 4<br \/>\nI came over here from the Cubicomp conference which is a professional quality<br \/>\nPC based 3-d animation package and have been working with this system for<br \/>\nabout 3 years. Most of the people using these systems out put to 3\/4&#8243; recorders<br \/>\nand a few use 1&#8243; machines and as far as I know there are only one or two<br \/>\nProfessional quality recorders designed to do single frame recording with<br \/>\nout pre-roll, and these cost in the neighborhood of $50,000 or more and the<br \/>\nequipment that most people use is in the $10,000 range.<br \/>\nI&#8217;ve thought about buying a Picture Maker System for myself, but the system<br \/>\nitself costs about $45,000+ and a professional quality recorder to go with<br \/>\nit costs almost as much, so its going to be a while before I buy one for<br \/>\npersonal use. Although what some people have done is buy the animation system<br \/>\nand rent space and time on a recorder from a local television post production<br \/>\nhouse.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #8, from pmilitch, 2230 chars, Wed Nov  1 21:44:55 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Home made simulator<br \/>\nComputer animation just requires too much horsepower to do a good job in<br \/>\nthis day and age, but with the technology improvements we&#8217;ve experienced in<br \/>\nthe last 10 years, I hope that doesn&#8217;t stay true forever.  I&#8217;d like to start a<br \/>\nproject now to develop what I think is the ultimate user interface, all the<br \/>\nwhile hoping that the hardware needed to do the work will become available<br \/>\nin the next 5 &#8211; 10 years.  I read recently of an approach being used, I think by<br \/>\nNASA or DOD, to completely sublimate an operator in a synthesized<br \/>\nenvironment.  They did this by driving two displays with a conventional<br \/>\nsimulator.  The displays were then projected onto a set of goggles using<br \/>\noptical fibers, presumably for weight and freedom of movement.  The<br \/>\noperator&#8217;s head was linked to yaw, pitch and roll sensors that fed the<br \/>\nsimulator.  Move to the right and the image scrolled left.  Tilt left or right and<br \/>\nthe image rotated right or left.  It was reported that the operator simply<br \/>\ncouldn&#8217;t maintain an objective view of this activity for more than about 5<br \/>\nseconds.  After that, he &#8220;fell&#8221; into the illusion and really had the full visual<br \/>\nexperience of being there.  This conjured up for me, the kinds of things<br \/>\ndescribed in Victor Vinge&#8217;s sci-fi &#8220;True Names&#8221; where people communicated<br \/>\nby donning headsets that created the same effect I&#8217;ve just described.  Each<br \/>\nsaw an environment defined by the communications computers they used.  Of<br \/>\ncourse this enabled wonderful opportunites to define fantasy worlds &#8211; the<br \/>\nultimate in dungeons and dragons.<\/p>\n<p>If people out there in BIX land are interested in pursuing this, I have some<br \/>\nquestions and welcome any thoughts.<\/p>\n<p>1.  Does anybody have a better account of the experiment I&#8217;ve described and if<br \/>\nso, can they tell us if the effects were really this good. <\/p>\n<p>2.  Might it be possible to build a cheaper version of the goggles by adapting<br \/>\nthe electronics from a couple of Walkman TVs to a set of viewing goggles.<br \/>\nCould such a configuration, with the screens mounted only millimeters from<br \/>\nthe viewers eyes, create a far field image or would it be a hopeless blur.<\/p>\n<p>3.  If it&#8217;s all feasible, any suggestions on a system&#8217;s architecture for such a<br \/>\ndevice.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #9, from jimomura, 841 chars, Thu Nov  2 08:54:06 1989<br \/>\nThis is a comment to message 8.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 8.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     There&#8217;s been a lot of work done in regard to IO lately.  I know<br \/>\nthat I heard of an Apple (most likely Mac) interface based on head<br \/>\nor eye movement.  Then there&#8217;s the Nintendo interface that came out<br \/>\nthis year.  I heard about the setup you&#8217;re talking about, but I have<br \/>\nno details.  As for close mounting of a screen, there are a couple<br \/>\nof solutions.  The first is simple corrective lenses in the goggles.<br \/>\nBut that will add weight into a setup that&#8217;s going to be fairly<br \/>\nheavy in the first place.  Ironically, the better solution is to<br \/>\nhave special contact lenses made for the person using the system.<br \/>\nYou&#8217;d put on the contact lenses first and then put the goggles<br \/>\non.  If you don&#8217;t wear them, ask people who do what they think<br \/>\nof their contact lenses.  I never bought them myself.  I have<br \/>\na distrust of having something touching my eyes.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #10, from switch, 101 chars, Thu Nov  2 12:18:30 1989<br \/>\nThis is a comment to message 9.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 9.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nUnless they&#8217;re excessively filthy, you don&#8217;t notice you&#8217;re wearing contact<br \/>\nlenses.<\/p>\n<p>Good idea there.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #11, from random.a, 361 chars, Thu Nov  2 12:30:24 1989<br \/>\nThis is a comment to message 10.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThere&#8217;s a &#8220;virtual world&#8221; system made by Pixar that includes goggles and<br \/>\na glove and an extremely large computer&#8230;    Supposedly the gloves work<br \/>\nquite well (that should be goggles..) but the computer has trouble keeping<br \/>\nup with rapid movements.   I have actually used the glove and that works<br \/>\nvery well&#8230;   You can pick up and manipulate objects on a screen.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #12, from pmilitch, 745 chars, Thu Nov  2 21:55:02 1989<br \/>\nThis is a comment to message 9.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHow about calibrating the display individually for each user. Say, display<br \/>\ntwo objects, one on the screen for the left eye and one on the screen for the<br \/>\nright eye. The wearer adjusts a control manually to merge them and perhaps<br \/>\nadjusts the left to right tilt of each eyepiece as well.  The brain measures<br \/>\ndistance to an object by calculating the instersection of rays drawn from<br \/>\nyour eyes, so this maight simulate a distance effect. I have a MAC II and<br \/>\nwould like to try building a small display &#8211; say a region one inch square<br \/>\non the screen and creating some animation in there. The MAC can probably<br \/>\nmove that many pixels in real time quite effectively. Lousy resolution<br \/>\nif that is going to be your display of the whole world, but it&#8217;s a start.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #13, from wablock, 739 chars, Thu Nov  2 22:14:43 1989<br \/>\nThis is a comment to message 12.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 12.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThat made me think of this set of 3D goggles I have here.  They&#8217;re made by a<br \/>\ncompany called Haitex, and they use liquid crystal shutters to control what<br \/>\neach eye is seeing.  Combine that with the interlace mode of the Amiga, where<br \/>\nthe machine is actually showing two different frames at once, and you can have<br \/>\nincredible 3D depth.  It&#8217;s great to watch people try to stick their arms<br \/>\nthrough the monitor&#8230;<\/p>\n<p>As far as animation, well, the goggles come with an arcade game that does some<br \/>\n3D effects.  It would depend on what you want to do.  Wireframe should be no<br \/>\nproblem; solid objects could be.<\/p>\n<p>It certainly isn&#8217;t an &#8220;environment&#8221; that replaces the real world, but it can<br \/>\nbe a cheap way to experiment with things ($100 for the goggles).<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #14, from ewhac, 93 chars, Thu Nov  2 23:07:39 1989<br \/>\nThis is a comment to message 2.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tDo you have 40 megabytes to spare?  Do you have 8 megs of RAM<br \/>\nin your machine?<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #15, from ewhac, 286 chars, Thu Nov  2 23:10:49 1989<br \/>\nThis is a comment to message 6.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tThe deck itself currently runs about $4000 (Panasonic S-VHS).<br \/>\nA controller will set you back another $1000-3000, depending on whose<br \/>\nyou buy.<\/p>\n<p>\tYou can side-step the need for a controller by getting a videodisk<br \/>\nrecorder, but those are $12,000.<\/p>\n<p>\tIt ain&#8217;t cheap yet, folks.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #16, from hmccracken, 164 chars, Thu Nov  2 23:10:55 1989<br \/>\nThis is a comment to message 13.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 13.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nBTW, Warren, do you know of any software that works with the goggles besides<br \/>\nthat which comes with them and Turbo Silver?<br \/>\n &#8212; Harry<br \/>\n(And how good is the illusion?)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #17, from ewhac, 377 chars, Thu Nov  2 23:13:36 1989<br \/>\nThis is a comment to message 7.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tThere are video houses that will rent you time on a fully-equipped<br \/>\nvideo bay for about $150-300 an hour.  Some of the places even have an<br \/>\nAmiga right there in the bay.  So you can put your entire animation together<br \/>\n&#8216;off-line&#8217; so to speak, then come in for a really intense recording session.<br \/>\nIf you&#8217;re prepared, you can be in and out of there in under two hours.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #18, from ewhac, 134 chars, Thu Nov  2 23:15:05 1989<br \/>\nThis is a comment to message 8.<br \/>\nThere are additional comments to message 8.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tWhat do you consider good quality?  You can get some pretty amazing<br \/>\nstuff out of an Amiga 500 for under $1000 complete.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #19, from ewhac, 78 chars, Thu Nov  2 23:17:02 1989<br \/>\nThis is a comment to message 13.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 13.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tYou forgot to tell them the name of the 3D game.<\/p>\n<p>\tSpace Spuds.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #20, from jshook, 80 chars, Fri Nov  3 00:28:51 1989<br \/>\nThis is a comment to message 12.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI believe your interpretation of how the human brain senses<br \/>\ndepth is incorrect.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #21, from jshook, 224 chars, Fri Nov  3 00:31:26 1989<br \/>\nThis is a comment to message 13.<br \/>\nThere are additional comments to message 13.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe Amiga animation programs PageRender 3D and Turbo Silver SV<br \/>\n(for &#8216;stereo vision&#8217; I presume) both allow you to create 3D<br \/>\nanimation with the Haitex 3D glasses.<br \/>\nI am blind in one eye so naturally I haven&#8217;t explored this&#8230;.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #22, from wablock, 334 chars, Fri Nov  3 00:56:15 1989<br \/>\nThis is a comment to message 16.<br \/>\nThere are additional comments to message 16.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe 3D depth depends somewhat on the image, and somewhat on the individual.<br \/>\nI have at least one picture that seems to go waaaayy back into the monitor<br \/>\n(generated with Turbo).<\/p>\n<p>Other software: none I know of.  My dream is a 3D perspective object editor,<br \/>\nand after seeing the Caligari demo, it doesn&#8217;t seem like it&#8217;d be too hard<br \/>\nto do.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #23, from wablock, 81 chars, Fri Nov  3 00:57:17 1989<br \/>\nThis is a comment to message 19.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n&#8230;No, I didn&#8217;t forget.  \ud83d\ude0e<\/p>\n<p>Love those stars, though.  Precomputed, I suppose.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #24, from tmoran, 214 chars, Fri Nov  3 02:44:36 1989<br \/>\nThis is a comment to message 13.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p>>Haitex 3-D glasses<br \/>\nWhere can one buy these and how do they attach to the<br \/>\ncomputer &#8211; through an RS232 serial port I hope?                       <\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #25, from wablock, 532 chars, Fri Nov  3 02:55:08 1989<br \/>\nThis is a comment to message 24.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI got mine direct from Impulse, as a special upgrade for Turbo Silver.<br \/>\nThey attach to the Amiga joystick port, and as far as I know are only<br \/>\navailable for the Amiga and Atari ST.<\/p>\n<p>I don&#8217;t know how they work on the Atari (no interlace!), and I&#8217;m not sure<br \/>\nif Haitex will be porting them to the PC or other platforms, or even if it&#8217;s<br \/>\npossible to do so, due to hardware limitations.<\/p>\n<p>Most of the Amiga mail-order places sell them.  Haitex recently (before the<br \/>\nhurricane) moved to Charleston, SC, and I&#8217;m not sure how they weathered it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #26, from ewhac, 186 chars, Fri Nov  3 07:18:02 1989<br \/>\nThis is a comment to message 25.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 25.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tAtari has a VBLANK interrupt, too.  They just diddle the appropriate<br \/>\nhardware bit while in the interrupt server to flip the glasses.<\/p>\n<p>\tMaybe we should have a 3D topic, eh?<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #27, from jimomura, 344 chars, Fri Nov  3 08:15:18 1989<br \/>\nThis is a comment to message 16.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     The Atari ST CAD-3D software will produce animation for that<br \/>\ntype of system on the ST.  I&#8217;ve seen some good stuff done with it.<br \/>\nBecause of the hefty calculation and data space, I think this is one<br \/>\nof the areas where the ST actually is as good as the Amiga.  To<br \/>\nget the Amiga to do significantly better would require at least<br \/>\nan &#8216;030 card.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #28, from jimomura, 186 chars, Fri Nov  3 08:17:56 1989<br \/>\nThis is a comment to message 20.<br \/>\nThere are additional comments to message 20.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I thought the same thing when I read #12, but then I assumed he<br \/>\nwas going to use an optical adjusting device along with it &#8212; simpler<br \/>\ngoggles than the ones we&#8217;ve discussed earlier.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #29, from jimomura, 301 chars, Fri Nov  3 08:22:36 1989<br \/>\nThis is a comment to message 25.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     The lack of interlace probably makes them visually more effective<br \/>\non the ST than on the Amiga.  On the Amiga you could expect to get a<br \/>\nslightly &#8220;jumpy&#8221; effect.  On the ST the images will be vertically<br \/>\nidentical from the left field to the right field.  I&#8217;ve only tried<br \/>\nthe system on an ST so far.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #30, from jimomura, 640 chars, Fri Nov  3 08:28:59 1989<br \/>\nThis is a comment to message 26.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Not worth it.  I don&#8217;t want to discourage the discussion, but<br \/>\nmostly what people do with 3D is &#8220;lava lamps&#8221;.  The effect is<br \/>\nlike &#8220;ooo ah lookitallthemovingstuff!&#8221; but little enduring stuff<br \/>\ncomes out of it and the artists get tired of it and it slips into<br \/>\nthe background again.  The only area where I expect 3D to be of<br \/>\ncontinuing importance is CADD and games.  Games are an artform<br \/>\nin themselves, but but CADD is mere technique.<\/p>\n<p>     Having said all that, 3D is about the only thing &#8220;computer<br \/>\nanimation&#8221; freaks can talk about.  So why kill this topic by<br \/>\ntaking away the only topic of discussion?  Effectively, this *is*<br \/>\nthe 3D topic.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #31, from jwillette, 597 chars, Fri Nov  3 10:50:12 1989<br \/>\nThis is a comment to message 8.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 8.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI have been following this<br \/>\n&#8220;new&#8221; field for the past year. Just yesterday, I actually experienced<br \/>\nit. They call it &#8220;Virtual Reality.&#8221;  A company called VPL Research is already<br \/>\nmarketing the device you described in your 2nd question. They use Sony<br \/>\nWatchman color liquid crystal monitors, special wide field lenses, all in<br \/>\na head tracking device called &#8220;eyephones&#8221;. It gave a real 3-d view of an<br \/>\noffice environment that I was able to interact with. The only problem is<br \/>\nthe detail of the watchman screen is not good enough for me. Anyone know<br \/>\nof miniature HDTV screens being developed in Japan?<br \/>\nJW<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #32, from jimomura, 203 chars, Fri Nov  3 11:17:35 1989<br \/>\nThis is a comment to message 31.<br \/>\nThere are additional comments to message 31.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     The watchman screens don&#8217;t really give the resolution possible with<br \/>\ncurrent state-of-the-art TV.  HDTV screens would be really great, but<br \/>\nit might be possible to go a lot further with current NTSC.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #33, from grekel, 280 chars, Fri Nov  3 12:48:08 1989<br \/>\nThis is a comment to message 8.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nre. &#8220;virtual reality&#8221;&#8230;<br \/>\nThere is a pretty good article about it in the latest PC COMPUTING<br \/>\nmagazine &#8212; yup, some guys made a helmet out of a couple of Watchmans<br \/>\n(Watchmen?) with pretty good success.  Article mentions the new<br \/>\nMattel &#8220;Power Glove&#8221; and its predecessors, too.<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #34, from switch, 28 chars, Fri Nov  3 14:05:54 1989<br \/>\nThis is a comment to message 33.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n>(Watchmen?)<\/p>\n<p>No comment \ud83d\ude09<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #35, from dquick, 603 chars, Fri Nov  3 22:09:47 1989<br \/>\nThis is a comment to message 29.<br \/>\nThere are additional comments to message 29.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ve seen them on both the ST and the Amiga and noticed no significant<br \/>\ndifferences in performance.  This may vary with the individual since some<br \/>\npeople are more sensitive to jitter than others.  My biggest piece of advice<br \/>\nis to avoid flourescent lights when using them.  The first time I saw them<br \/>\nwas in 87 on the COMDEX floor at Atari&#8217;s booth.  The lights there caused<br \/>\nthem to flicker so badly I thought they were almost useless, but I used them<br \/>\nlater under incandescent light and they were quite nice.  Of course, some<br \/>\npeople may *like* that out of phase stroboscope effect. \ud83d\ude09<\/p>\n<p>DDaavvee QQuuiicckk<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #36, from dquick, 933 chars, Fri Nov  3 22:25:40 1989<br \/>\nThis is a comment to message 27.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSorry Jim, I&#8217;m afraid I don&#8217;t agree with that statement, especially the part<br \/>\nabout at least an &#8216;030 being required to do better.  I&#8217;ve seen similar<br \/>\nanimations on both machines and they both look fine, and both run at quite<br \/>\nadequate speeds.  All of the LCD shutter animations I&#8217;ve seen on either<br \/>\nmachine have been page flipping animations not calculate and draw the image<br \/>\nin real time.  I don&#8217;t think either machine is fast enough in its stock<br \/>\nconfiguration to calculate and draw any reasonably good looking and complex<br \/>\nshaded three dimensional animations in real time.  I would even doubt that<br \/>\nyou&#8217;d get very good real time animations of this type with an &#8216;030, especially<br \/>\nwith enough bit planes to get reasonable shading.  It sure would be nice<br \/>\nthough, the biggest problem with most personal computer based animations is<br \/>\nthe fact that each frame takes up so much RAM that you never end up with very<br \/>\nlong animations.  <\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #37, from pmilitch, 436 chars, Fri Nov  3 22:59:01 1989<br \/>\nThis is a comment to message 20.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nInteresting? I&#8217;ve seen articles that talk about depth perception in the<br \/>\nanimal world and I thought there were only two ways to do it. One is for<br \/>\nthe animal to measure the effort exerted to change the shape of the<br \/>\nlens in the eye, and effectively calculate a focal distance, the other is to<br \/>\nmeasure the intersection point that the eyes are focused on. Some<br \/>\nlizards use the first method, I thought we use the second. What do we<br \/>\ndo?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #38, from pmilitch, 106 chars, Fri Nov  3 22:59:36 1989<br \/>\nThis is a comment to message 31.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nRight &#8211; I&#8217;ve got to know more about this.  Can you give us any information<br \/>\non the company, location etc?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #40, from hshubs, 406 chars, Fri Nov  3 23:10:34 1989<br \/>\nThis is a comment to message 37.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 37.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTry this: close one eye, and look at an object with the other eye.<br \/>\nHow far away is the object?  Now move your body a few inches to the<br \/>\nleft and right.  How far away is the object?  Is your estimate before<br \/>\nmoving any different from the estimate after?  just something off<br \/>\nthe top of my head.  I&#8217;d heard that binocular vision wasn&#8217;t the<br \/>\nmethod quite a while back.  Two eyes are for redundancy, if anything.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #41, from ewhac, 194 chars, Fri Nov  3 23:30:34 1989<br \/>\nThis is a comment to message 29.<br \/>\nThere are additional comments to message 29.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tThere is virtually no &#8220;jumpy&#8221; effect when using interlace to generate<br \/>\n3D.  I know because I&#8217;ve written programs on the Amiga that do it both ways,<br \/>\nand I can&#8217;t tell the difference.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #42, from ewhac, 321 chars, Fri Nov  3 23:33:36 1989<br \/>\nThis is a comment to message 30.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tO ye of little faith.  What can we talk about?<\/p>\n<p>\tVideoScape techniques, Sculpt-3D techniques, CAD-3D techniques,<br \/>\nways to spoof Turbo Silver&#8217;s renderer into running faster, ancillary tools<br \/>\nto augment the rendering packages (like IFF2GEO)&#8230;.<\/p>\n<p>\tAnd if that ain&#8217;t enough for you, wait until Onion comes out&#8230;<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #43, from jshook, 1511 chars, Fri Nov  3 23:43:49 1989<br \/>\nThis is a comment to message 37.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 37.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOoooops&#8230;should have realised you would ask this&#8230;<br \/>\nWell&#8230;<ahem>&#8230;I guess what I found odd in your descriptions of<br \/>\nstereo vision is the terminolgy you used: &#8220;&#8230;.measure the effort&#8230;&#8221;,<br \/>\n&#8220;&#8230;calculate a focal distance&#8230;&#8221;, &#8220;&#8230;measure the intersection<br \/>\npoint&#8230;&#8221; and so on.  You make it appear that our dimensional<br \/>\nperception of the world is the result of an on-going series of<br \/>\ncalculations in geometry that &#8212;-some-part-of-our-brain&#8212;- is<br \/>\nperforming.  If you meant to use this language metaphorically, or<br \/>\nas a kind of shorthand for something else, I would like to know what<br \/>\nthe something else is.  I am aware of no evidence whatsoever that<br \/>\nthe human brain performs a single calculation of any kind in the process<br \/>\nof perceiving the three-dimensionality of our world.<br \/>\n  From what I have read (and there is a very high probabilty that I have<br \/>\nlargely misunderstood this!) our 3D sense is in some unknown way the result<br \/>\nof a number of separate and distinct perceptual mechanisms which are somehow<br \/>\ncombined at a level of our awareness not accessable to us directly via<br \/>\nintrospection.  None of these processes is mathematical in nature.<br \/>\n  Don&#8217;t fall victim to one of the most wide-ranging intellectual follies<br \/>\nof the present century&#8211;the belief that the human mind is in some way<br \/>\na kind of computer.  There is so little evidence to support this idea<br \/>\nI am greatly puzzled why anybody belives it, yet most of the research in<br \/>\nareas like AI proceed from this completely unex\u0001amined (and I believe false)<br \/>\nassumption.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #44, from pselverstone, 202 chars, Sat Nov  4 02:26:24 1989<br \/>\nThis is a comment to message 29.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThis interlace business is a red herring. On both machines aligned<br \/>\nimages are alternately presented to each eye. Interlaced displays<br \/>\nalternate images, but would not be used in this application.<br \/>\n Peter.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #45, from asdg, 484 chars, Sat Nov  4 03:03:26 1989<br \/>\nThis is a comment to message 44.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nPeter,<br \/>\n   People _do_ use interlace on the amiga to do this. It&#8217;s something I<br \/>\nfaulted Wade Bickel for when I first saw the glasses. It&#8217;s a shortcut,<br \/>\nwhich becomes much more important when doing animations than still frames.<\/p>\n<p>The big advantage of using interlace for this is that you can use standard<br \/>\nprograms to deal with the images and still get the stereo effect.<\/p>\n<p>Depending on the monitor and the image, interlace seems to make the stereo<br \/>\nimages kind of &#8220;ghosted&#8221; for me.<\/p>\n<p>&#8211; Aaron<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #46, from wablock, 111 chars, Sat Nov  4 03:34:00 1989<br \/>\nThis is a comment to message 42.<br \/>\nThere are additional comments to message 42.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;d like to hear about your Turbo tricks.  I&#8217;ve heard a few before, but<br \/>\nnothing specific enough to be helpful.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #47, from wablock, 724 chars, Sat Nov  4 03:40:35 1989<br \/>\nThis is a comment to message 36.<br \/>\nThere are additional comments to message 36.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOkay, here&#8217;s a project for all interested:<\/p>\n<p>Assume that you have a SCSI hard disk with 10M or more of free space.<br \/>\nGo straight past the filing system, and access the hard disk blocks directly.<br \/>\nSave *uncompressed* graphic data and sound there, so you can load it back in<br \/>\nreal time.  Now your animations can be much, much larger.<\/p>\n<p>In fact, I&#8217;ve spoken with a person who has done this.  He said that 320&#215;200<br \/>\nimages with stereo sound could be played back at about 30 frames\/sec.  I<br \/>\nasked when he&#8217;d be selling it, and he replied that he hadn&#8217;t considered<br \/>\nselling it.  Since he seems to be unconcerned about releasing it any time in<br \/>\nthe near future, I&#8217;m hoping someone here who can do high-speed stuff will<br \/>\ntake an interest in it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #48, from jimomura, 732 chars, Sat Nov  4 07:42:33 1989<br \/>\nThis is a comment to message 36.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Well that&#8217;s the crux of the problem.  Yes, you can do page<br \/>\nflip with the 68000 rigs, and in fact, I expect I could pull that<br \/>\nmuch off with the CoCo3 with 1 meg of RAM (that much expansion<br \/>\nhas been done to the CoCo3 I should add), but I do feel that<br \/>\nsimple calculated animation in 3D should be possible with either<br \/>\nthe ST or Amiga.  I wouldn&#8217;t expect complex shading, but simple<br \/>\nwire-frame would be within the range.  And at that point, the<br \/>\nlevel of complexity possible in the sequence would be determined<br \/>\nby the fact that you&#8217;d probably stick to the 320 * 200 pixel<br \/>\nscreens and the 8 mHz. limit of the processors.  As a programmer,<br \/>\nyou&#8217;d just experiment with how much complexity you could add<br \/>\nuntil you run out of horse power.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #49, from jimomura, 639 chars, Sat Nov  4 07:49:26 1989<br \/>\nThis is a comment to message 37.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I know that we use binocular vision, and possibly we use<br \/>\nchange in eye focus, but we also use the equivalent of binocular<br \/>\nvision as the relationship of space changes around us.  Call that<br \/>\n&#8220;experience&#8221;.  That is to say, if something we expect is large<br \/>\nappears to be small we assume it is farther away and as the head<br \/>\nwobbles when you walk we can tell nearer things from farther<br \/>\nthings by the rate they &#8220;move&#8221;.  The &#8220;experience&#8221; component<br \/>\nwould be the main cause of optical illusions.<\/p>\n<p>     I&#8217;m not saying something I&#8217;ve found out by reading anything.<br \/>\nThis is just something I&#8217;m making up as I sit here.  I could<br \/>\nbe all wrong about it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #50, from jimomura, 190 chars, Sat Nov  4 07:53:13 1989<br \/>\nThis is a comment to message 42.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     See how it&#8217;s all technique?  No content.  Even when we<br \/>\nget to discussing actual &#8220;works&#8221; mainly we&#8217;ll see comments<br \/>\nlike &#8220;ooh ahhh, lookitalltheprettycolors!&#8221;  Not much real<br \/>\ncontent.<br \/>\n\ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #51, from pselverstone, 18 chars, Sat Nov  4 11:17:47 1989<br \/>\nThis is a comment to message 45.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOh, I see. Peter.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #52, from wablock, 295 chars, Sat Nov  4 16:36:46 1989<br \/>\nThis is a comment to message 50.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHow is technique &#8220;not content?&#8221;  What do the guys who do &#8220;real&#8221; animations<br \/>\ntalk about when they get together?  Surely not techniques?<\/p>\n<p>(&#8220;Guys&#8221; refers to any group of more than three mammals, not necessarily<br \/>\nbeing of any specific sex, species, or even genus.  Like, &#8220;Look at those<br \/>\nwalrus guys!&#8221;)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #53, from jimomura, 1567 chars, Sat Nov  4 18:53:42 1989<br \/>\nThis is a comment to message 52.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     What, the actual artists?  Mainly they go out and party and<br \/>\nmake like slightly older school kids from what I hear.  Oh, they<br \/>\ntalk shop too, but by the time they&#8217;re out in the commercial market<br \/>\nthey have their &#8220;chops down&#8221;.  If you get a chance to hang out<br \/>\nwith somebody like Rumiko Takahashi, you might talk about her<br \/>\nartwork, but I think she&#8217;d prefer to talk about her stories and<br \/>\ncharacters and where they&#8217;re going.  Actually, I have this feeling<br \/>\nthat you&#8217;d end up talking to her about what you think of Japanese<br \/>\nsociety, coming from a foreign country and how life is different<br \/>\nhere.  Same with Miazaki or Shirow.  Somehow, I don&#8217;t think these<br \/>\nguys would be interested in talking about the latest developments<br \/>\nin India ink.<\/p>\n<p>     Actually, you *might* get them interested in computer art.<br \/>\nThese people what to produce.  Many of them have probably worked<br \/>\nwith computers already.  But product is everything.<\/p>\n<p>     Interesting point:  In this month&#8217;s &#8220;New Type&#8221; there&#8217;s an article<br \/>\non using a paint program and some work turned out by some artist.<br \/>\nThe techniques they are using in this article were &#8220;paper&#8221; techniques.<br \/>\nThey had a touch pad with a stylus setup for this article they did<br \/>\nthe same &#8220;flow lines&#8221; and outlines artist use for paper sketches and<br \/>\nthen they overlayed it with colours.  I was fairly surprised.  When<br \/>\nI do drawing with Cyberpaint I sort of mash colours over the screen<br \/>\nto lay out my picture and then mutate it into an image.  But in<br \/>\nthe back of my mind I have compression objectives for data storage.<br \/>\nI&#8217;m a computerist trying to produce art.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #54, from dquick, 243 chars, Sat Nov  4 19:04:01 1989<br \/>\nThis is a comment to message 48.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAs long as you&#8217;re just doing wire-frame stuff, either the ST or the Amiga<br \/>\nshould be able to do it just fine.  I have a feeling that the person doing<br \/>\nthe code will have much more of an effect than the machine it&#8217;s running on<br \/>\ndoes.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #55, from jimomura, 724 chars, Sat Nov  4 23:57:12 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: New User Interface for RC Flight Simulator on Atari ST<\/p>\n<p>games\/stuff #1256, from jimomura, 590 chars, Sat Nov  4 23:55:34 1989<\/p>\n<p>     The other thing that got a big crowd was &#8220;R\/C AeroChopper&#8221;<br \/>\nwhich is an R\/C flight simulator system that emulates RC helicopter,<br \/>\npowered aircraft and gliders.  This simulator runs only on Atari<br \/>\nST and Mega series computers, but all the way down to the 520ST.<br \/>\nThe biggest feature, besides the shear capabilities of the program,<br \/>\nwas the custom joystick box included in the $199.95 US package.<br \/>\nIt is the box of a Futaba Conquest RC transmitter hooked to the<br \/>\ncomputer by a cable to a special attachment through the ROM cartridge<br \/>\nport.  I&#8217;ve said a bit more about this in &#8216;aviation\/models&#8217;.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #56, from jimomura, 108 chars, Sat Nov  4 23:58:09 1989<br \/>\nThis is a comment to message 55.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I just saw the above noted RC flight simulator at the Toronto<br \/>\nHobby Show which is continuing tomorrow.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #57, from wablock, 383 chars, Sun Nov  5 00:30:25 1989<br \/>\nThis is a comment to message 56.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI don&#8217;t quite understand the purpose: is it for people who like planes but<br \/>\ndon&#8217;t think they&#8217;re worthy of a real flight simulator?  Or is it for training<br \/>\nprospective RCers so they can get in some stick time before trying the, er,<br \/>\n&#8220;real&#8221; model.<\/p>\n<p>(Incidentally, I remember that there was a similar product waaay back in the<br \/>\nApple II days.  No doubt very crude, but the idea isn&#8217;t new.)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #58, from jimomura, 753 chars, Sun Nov  5 08:34:43 1989<br \/>\nThis is a comment to message 57.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     It&#8217;s for RC people.  Nope the idea isn&#8217;t new.  But the Apple had<br \/>\nthe right style joysticks from the beginning.  The joysticks for the<br \/>\nST are the 8 position switch type.  The SubLogic Flight Simulator on<br \/>\nthe ST uses mouse for control as do most programs that would &#8220;prefer&#8221;<br \/>\na &#8220;variable pot&#8221; type joystick.  This set includes a pair of the best<br \/>\ndouble gimballed joysticks in the RC business.  As I noted, it probably<br \/>\n*forced* the high price of the setup.  This is very daring marketting.<br \/>\nThe finish of the program is *very* good.  In fact, I don&#8217;t think<br \/>\nanybody has attempted helicopter in the same package as powered aircraft<br \/>\nbefore.<\/p>\n<p>     You know &#8220;2001: A Space Odessey&#8221; was not the first SF film with<br \/>\na space ship either.  &#8216;been done before.<br \/>\n\ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #59, from cbenoit, 904 chars, Sun Nov  5 15:26:55 1989<br \/>\nThis is a comment to message 43.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIt turns out that human vision discrimation is done partly at the retina<br \/>\nlevel via a hierarchical inhibition\/excitation scheme. This hierarchy is<br \/>\ncircular and can be approximated well by a DOG filter (difference of<br \/>\ngaussians). This filter has been documented by David Marr (RIP) of the MIT<br \/>\nduring the 1978-1982 period. A complete reference can be found in his book<br \/>\n&#8220;Vision&#8221;. This primitive scheme extracts edges at different resolution and<br \/>\ntoss &#8217;em to the visual cortex where more complex assemblies of edges can be<br \/>\ndetected. We don&#8217;t know for sure what is the actual level of sophistication<br \/>\nof the visual cortex (some researchers suggested even &#8220;grand-mother<br \/>\ndetectors&#8221; !!!).<br \/>\nMuch research is done in vision these days. The trend goes for<br \/>\na &#8220;computer&#8221; brain, or at least a _very_ high hierarchy in the visual<br \/>\ncortex to explain how so much information can be stored and extracted<br \/>\nis so little time.<\/p>\n<p>-cb<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #60, from grekel, 120 chars, Mon Nov  6 15:37:14 1989<br \/>\nThis is a comment to message 34.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nyeah, I know &#8212; it&#8217;s DANGEROUS to throw Watchmen around in an<br \/>\nanimation\/comics conference!  Great book, tho&#8230;.<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #61, from switch, 88 chars, Tue Nov  7 00:03:19 1989<br \/>\nThis is a comment to message 60.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;d think it would be a bit dangerous to throw Watchmen around &#8212; suppose one<br \/>\ngets mad?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #62, from jimomura, 244 chars, Tue Nov  7 09:16:48 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Silicon Graphics, Toronto, 1989\/11\/16<br \/>\n     If anybody reading this is in Toronto on the above date, I&#8217;m<br \/>\ncurrently intending to go see the Iris workstation line demonstrations<br \/>\nat SG&#8217;s head offices.  Leave me BIXmail if you plan on going.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #63, from ewhac, 115 chars, Fri Nov 10 02:12:03 1989<br \/>\nThis is a comment to message 62.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tHave a soft pillow ready on your lap to catch your jaw.  The IRIS<br \/>\nis one *killer* piece of hardware.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #64, from jimomura, 345 chars, Fri Nov 10 08:39:30 1989<br \/>\nThis is a comment to message 63.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Yeah.  Actually, I&#8217;ve been to these seminar\/unveilings before.<br \/>\nThis one was actually scheduled earlier in the year but was cancelled.<br \/>\nThat to me speaks of an &#8220;unveiling&#8221;.  If you drop in on BIX the day<br \/>\nafter, I think you should find something either in &#8216;microbytes&#8217; or<br \/>\nin this conference or the &#8216;canada&#8217; conference about something new.<br \/>\n\ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #65, from jhaskey, 449 chars, Mon Nov 13 00:04:38 1989<br \/>\nThis is a comment to message 4.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;m a little late catching up with this, but&#8230;.<br \/>\n  At Hanna-Barbera, ( where I worked until recetn\u001bently) we recorded the output<br \/>\nof a video frame buffer onto 1 inch video tape one video *field* at a time.<br \/>\nOh, but I think the machine cost over 100 grand&#8230;. Oh well&#8230;  btw,  you<br \/>\ncould cue to any point on the tape and drop in one field all under computer<br \/>\ncontrol without any nasty video artifacts.  Oh to have one of these at home.<\/p>\n<p>\t\t\t\t\t\t\t&#8212;john.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #66, from jwillette, 155 chars, Tue Nov 14 14:39:09 1989<br \/>\nThis is a comment to message 65.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 65.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI am curious, If the animation was shot on two&#8217;s or three&#8217;s, how would you<br \/>\nbenifit by being able to edit just one field ?  (2 fields make up one frame)<br \/>\nJW<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #67, from jimomura, 125 chars, Tue Nov 14 18:15:13 1989<br \/>\nThis is a comment to message 66.<br \/>\nThere are additional comments to message 66.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     The fields are broadcast and displayed one after the other.  As<br \/>\nsuch, they might as well be considered separate frames.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #68, from stevemorein, 445 chars, Wed Nov 15 02:07:25 1989<br \/>\nThis is a comment to message 65.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSony sells a machine designed for single frame\/field operation.<br \/>\ncalled the 2700 or something like that.<br \/>\nin a catalog that listed prices to 50K no price was given for it.<br \/>\nan alternative are abekas digital disk recorders.<br \/>\none lets you send images over a network to it and then the final<br \/>\ncopy can be made from it to 1 inch or 4:2:2 digital video.<br \/>\n(its cost is so high that it would only be used for productions<br \/>\nthat go to broadcast video products)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #69, from jimomura, 188 chars, Wed Nov 15 10:06:18 1989<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Autodesk Animator<br \/>\n     I understand that Jim Kent&#8217;s new program was named Graphics Program<br \/>\nof the Year by one of the PC magazines at COMDEX.  Congratulations<br \/>\nto Jim from all of us!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #70, from jimomura, 1468 chars, Thu Nov 16 18:33:31 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Silicon Graphics Expands Iris w\/&#8221;4D\/25&#8243; and &#8220;4D\/280&#8221;  and more<br \/>\n     I was at the Silicon Graphics presentation today and they are<br \/>\nintroducing 2 new machines and a raft of other new products that<br \/>\nflesh out their family of workstations.  In fact, it&#8217;s hard to call<br \/>\ntheir latest high end product a workstation.  It&#8217;s, well, it&#8217;s<br \/>\n&#8220;something else&#8221;.  The new 4D\/280 is a 19&#8243; rack mount system with<br \/>\nup to 8 25mHz CPUs rated at 160 MIPS or 28 MFLOPS.  It was inspired<br \/>\nby requests from Ballistics Research Labs and is &#8220;just a bit faster<br \/>\nthan a Cray&#8221; and is tagged at $172,500.00 US.  Towards the lower end<br \/>\nis the 4D\/25 which runs a 20mHz R3000 processor and pulls 16 MIPS<br \/>\nor 1.6 MFLOPS.  The price range is from $23,000.00  up to $39,000.00<br \/>\nThe low end 4D\/20 series is generally tagged at $18,000.00 to $34,000.00<br \/>\nbut there is now support for a new compact 14&#8243; colour monitor which<br \/>\ndrops the prices.  This means the 19&#8243; screens can be reserved for<br \/>\ntables that won&#8217;t collapse under them. \ud83d\ude42<\/p>\n<p>     Some figures thrown out during the presentation:  The Personal<br \/>\nIris sold it&#8217;s first 4,000 units in the first 9 months and 5,600 units<br \/>\nin the first year, outstripping its projections.  That is a market<br \/>\nof about $100,000,000.00.  Upgrades have been made available to increase<br \/>\nrendering performance in a &#8220;Turbo&#8221; package worth about $7,000.00.  This<br \/>\nupgrade increases renderering as follows:<\/p>\n<p>           Standard    Turbo<br \/>\nVect\/Sec     90K       200K<br \/>\nPoly\/Sec     4.5K      20K<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #71, from jimomura, 275 chars, Thu Nov 16 18:36:39 1989<br \/>\nThis is a comment to message 70.<br \/>\nThere are additional comments to message 70.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nMIPS = VAX Dhrystone MIPS<br \/>\nMFLOPS = DP Linpack (coded BLAS)<br \/>\nVectors\/sec = 10 pixel connected full 24-bitplane color, arbitrary orientation<br \/>\nPolygons\/sec =<br \/>\n10 * 10 (100 pixel) full 24-bitplane color, Lighted, Gouraud shaded,<br \/>\nZ-buffered (where applicable) arbitrary orientation.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #72, from p.schmidt, 237 chars, Fri Nov 24 19:07:54 1989<br \/>\nThis is a comment to message 40.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 40.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nA great deal of you depth clues come from your expectation of<br \/>\nthe size of the object you&#8217;re looking at. I&#8217;m not sure it was<br \/>\nthe Red Baron, but I understand that one of the &#8216;Aces&#8217; of that<br \/>\nera had only monocular vision. Quite a trick, eh?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #73, from p.schmidt, 57 chars, Fri Nov 24 19:11:40 1989<br \/>\nThis is a comment to message 68.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOK, _WHY_ are the frame-by-frame recorders so expensive?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #74, from jimomura, 81 chars, Fri Nov 24 19:24:05 1989<br \/>\nThis is a comment to message 73.<br \/>\nThere are additional comments to message 73.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Take a look at a piece of videotape and try to find the sprocket<br \/>\nholes.<br \/>\n\ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #75, from jimomura, 408 chars, Fri Nov 24 19:29:06 1989<br \/>\nThis is a comment to message 73.<br \/>\nThere are additional comments to message 73.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Actually, the real answer is to look at the problem backward.  Think<br \/>\nabout how you would go about making a video tape system that would<br \/>\nhave the capability and then as yourself if you could make a VCR system<br \/>\n*cheaper*.  It&#8217;ll then occur to you that you can make up for lack of<br \/>\nprecision by using heads in pairs and slanting the recording gaps<br \/>\nso that precise tape motion control becomes less important.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #76, from jimomura, 264 chars, Fri Nov 24 19:32:38 1989<br \/>\nThis is a comment to message 73.<br \/>\nThere are additional comments to message 73.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ns     And one last comment.  With the coming of Video 8, I think we might<br \/>\nsee cheap frame by frame recorders for hobbiests in the near future.<br \/>\nAnd for more insight, you really should ask David in the &#8216;television&#8217;<br \/>\nconference.  He is the *real* expert for that end.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #77, from dquick, 351 chars, Fri Nov 24 21:06:05 1989<br \/>\nThis is a comment to message 72.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI can relate to that.  Ihave one very bad eye, and one marginal one.  No one<br \/>\nin the family knew I needed glasses until I was in the 6th grade.  I learned<br \/>\nto play baseball quite well by moving my hed from side to side to pick up<br \/>\ndepth cues instead of using binocular vision (which I didn&#8217;t have). The<br \/>\nhuman senses are remarkably adaptable.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #78, from jhaskey, 125 chars, Sat Nov 25 02:13:26 1989<br \/>\nThis is a comment to message 66.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWell, although most animation was done on &#8216;twos&#8217;, pans and the like where<br \/>\ndone on video frames at times&#8230;.<br \/>\n\t\t\t\t\t\t\t\t&#8212;john.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #79, from p.schmidt, 111 chars, Sat Nov 25 09:18:11 1989<br \/>\nThis is a comment to message 73.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 73.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIs that all? Xerox moves a lot of paper around fancy paths with<br \/>\ngreat accuracy without needing sprocket holes.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #80, from jimomura, 102 chars, Sat Nov 25 09:55:48 1989<br \/>\nThis is a comment to message 79.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     The paper edge of the cut sheet can be used like a sprocket hole.<br \/>\nIt&#8217;s not as easy as you think.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #81, from stevemorein, 311 chars, Sun Nov 26 21:54:18 1989<br \/>\nThis is a comment to message 73.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\na major reason is lack of market.<br \/>\nuntil now most pc&#8217;s have had low qality video that did not need frame by frame.<br \/>\nmost amature animation was done with 8\/16 mm film. that left only the<br \/>\nprofesional market where nothing is cheap. most consumer formats can not<br \/>\n(oops do not) have the accuracy to do frame by frame.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #82, from jimomura, 945 chars, Sun Nov 26 23:23:23 1989<br \/>\nThis is a comment to message 81.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     That&#8217;s not really true.  The home\/hobby electronics field has always<br \/>\nbeen &#8220;feature&#8221; oriented.  People have done home animation on 8mm home movie<br \/>\ncameras (yes 8mm, before Super8 even came around).  I helped do one.<br \/>\nIf you can give the people the capability you can increase your feature-<br \/>\nlist and no matter how rare it would be used, people will weigh it in<br \/>\nthe purchase decision.  The question has always been whether it could<br \/>\nbe done at &#8220;reasonable&#8221; cost.  In fact, looking back on your message<br \/>\nyou point this out really.  Computers didn&#8217;t have a direct bearing on<br \/>\nthe lack of cheap single frame recording.<\/p>\n<p>     Now looking at it another way, it&#8217;s *because* of microcomputer<br \/>\ntechnology that I expect we&#8217;ll see such capabilities emerge at the home\/hobby<br \/>\nprice range.  It&#8217;s going to be possible.  At least I can see ways that<br \/>\nmight make it feasible even just sitting here, and I&#8217;m not anywhere near<br \/>\nas bright as the people in the industry.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #83, from jimomura, 615 chars, Sun Nov 26 23:42:40 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Subtitling<br \/>\n     I&#8217;ve been recently arguing about subtitling equipment on Usenet.<br \/>\nIn &#8216;rec.arts.anime&#8217; one fellow who is using a Mac II insists that the<br \/>\nprocessor is significantly better than an Amiga for the application.<br \/>\nNote that I said the *processor* part of the computer.  We both agree<br \/>\nthat clean, high quality IO is necessary, but he feels that CPU *speed*<br \/>\nis a significant advantage.  I pointed out that Sony seemed to feel<br \/>\nthat a 4 MHz. Z-80 in the SMC-70 (?) computer was sufficient to do<br \/>\nwork of that type.<\/p>\n<p>     Well, what do you guys think?  Will an itty-bitty Amiga be able<br \/>\nto handle subtitling?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #84, from kaminski, 365 chars, Sun Nov 26 23:50:06 1989<br \/>\nThis is a comment to message 83.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 83.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n  Of course, an Amiga can handle it better than a Mac II! \ud83d\ude42<\/p>\n<p>  Seriously, the &#8220;processor&#8221; part of a Mac II and a stock Amiga are not that<br \/>\ndifferent, and if you spend on an Amiga what you&#8217;ll spend on a Mac II,<br \/>\nthe Amiga will outperform the Mac II.<\/p>\n<p>  And I fail to see what processor speed has to do with subtitling, anyway.<br \/>\nIs he rendering really fancy graphics?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #85, from wablock, 327 chars, Mon Nov 27 00:18:12 1989<br \/>\nThis is a comment to message 84.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIt sounds like the Mac guy forgets how handy a blitter can be.  It&#8217;d be<br \/>\ninteresting to compare a stock Amiga with a Mac II for this purpose; of<br \/>\ncourse, fairness would suggest a 68030 for the Amiga, too, and I believe<br \/>\nyou can do that and still keep the prices even.<\/p>\n<p>Now for video boards&#8230;what does he have on the Mac, anyway?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #86, from jimomura, 78 chars, Mon Nov 27 00:39:51 1989<br \/>\nThis is a comment to message 85.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 85.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I&#8217;ll leave that last question for the *true* Amiga freaks to<br \/>\nanswer. \ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #87, from wablock, 407 chars, Mon Nov 27 00:44:12 1989<br \/>\nThis is a comment to message 86.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nNo, I&#8217;m serious.  There are some really fancy video boards for the Mac II<br \/>\n(which I&#8217;ve never seen, of course), and some very interesting video stuff<br \/>\n(not just NTSC out, but frame grabbers and the like) for the Amiga.  If<br \/>\nwe&#8217;re comparing stuff, it should be as even as possible.  Mainly what I was<br \/>\ntrying to avoid was the comparison of a Mac II with one of those 24-bit video<br \/>\nsystems with stock Amiga output.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #88, from random.a, 161 chars, Mon Nov 27 02:43:47 1989<br \/>\nThis is a comment to message 85.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nUmmm.   A stock Mac II has a 68020, not a 68030.<\/p>\n<p>Incidently..  There was a discussion about animation speed in the<br \/>\nmac.hack conference if anyone&#8217;s interested..<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #89, from random.a, 131 chars, Mon Nov 27 02:45:02 1989<br \/>\nThis is a comment to message 87.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 87.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n24-bit video boards tend to run a bit slower than 8-bit boards.<br \/>\nJust out of curiousity..  How many colors is &#8216;stock&#8217; Amiga output?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #90, from wablock, 199 chars, Mon Nov 27 02:57:10 1989<br \/>\nThis is a comment to message 88.<br \/>\nThere are additional comments to message 88.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSorry, I was thinking about the newer Mac II&#8217;s.  For real-world purposes,<br \/>\nthere&#8217;s really not a lot of speed difference between 68020 and 68030, provided<br \/>\neverything else is equal (like clock speed!).<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #91, from wablock, 556 chars, Mon Nov 27 03:01:54 1989<br \/>\nThis is a comment to message 89.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nDepends on how you run it!  \ud83d\ude0e<\/p>\n<p>Stock Amiga RGB circuitry uses 4 bits each of RGB, but certain modes are<br \/>\nlimited.  For instance, typical video resolution is 352&#215;440 or 700-some<br \/>\nby 440 (including overscan).  In the lower horizontal resolutions, you can<br \/>\nuse HAM mode, which gives you all 4096 colors with certain limitations on<br \/>\nwhere they are placed.<\/p>\n<p>And there are hardware tricks, like using the video coprocessor to modify the<br \/>\npalette on the fly for such things as antialiasing.  There is a video titling<br \/>\nprogram (Broadcast Titler) which does just that.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #92, from jimomura, 849 chars, Mon Nov 27 09:24:12 1989<br \/>\nThis is a comment to message 87.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I know you&#8217;re serious.  But it would be nice if someone with better<br \/>\nknowledge than me would give some names and prices and specs on some of<br \/>\nthe better quality add-ons for an Amiga to see how far it has gotten.<br \/>\nSame with the Mac II.  The interesting questions are:<\/p>\n<p>1.  What does it cost to get &#8220;in the door&#8221; for a particular application.<br \/>\n    That is to say to get the bare minimum to do a specific job.<\/p>\n<p>2.  How far can you upgrade later if you have the money.<\/p>\n<p>3.  At what point are you probably going to get stuck and unable to<br \/>\n    to progress further with upgrades.  The difference between this<br \/>\n    question and the 2nd question is that the 2nd question is one of<br \/>\n    what is currently available and this question includes what can<br \/>\n    be reasonably expected to become available.  At some point you<br \/>\n    might hit a major practicality limit.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #93, from jimomura, 418 chars, Mon Nov 27 09:28:34 1989<br \/>\nThis is a comment to message 88.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I think we&#8217;re interested.  If you could post the &#8216;topic&#8217; name and<br \/>\nstarting message number I&#8217;d appreciate it.  If someone would post a<br \/>\nsummary I&#8217;d appreciate that too.  Did you point out to them the speeds<br \/>\nof the Iris systems I posted above?  If they could run benchmarks on<br \/>\nthe vector and poly tests I&#8217;d be particularly interested.  I suppose<br \/>\nI should write such a benchmark so we can have some kind of standard.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #94, from switch, 336 chars, Mon Nov 27 10:48:26 1989<br \/>\nThis is a comment to message 83.<br \/>\nThere are additional comments to message 83.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAn &#8216;itty-bitty&#8217; Amiga can and does handle subtitling quite well.  I wouldn&#8217;t<br \/>\nuse the Amiga genlock (the 1380, I think) for anything beyond home use, but<br \/>\nthere are a good number of genlocks out there that will give clear, easy-to-<br \/>\nread subtitles.  Maybe I can find the make of the ones used at Concordia, if<br \/>\nhe wants a specific example.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #95, from switch, 96 chars, Mon Nov 27 10:51:01 1989<br \/>\nThis is a comment to message 92.<br \/>\nThere are additional comments to message 92.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIn terms of upper limits, I must ask a question: does the Mac handle Rexx, and<br \/>\nif so, how well?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #96, from jstivaletta, 196 chars, Mon Nov 27 11:08:35 1989<br \/>\nThis is a comment to message 91.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nDo not forget the new Dynamic HiRes and Sliced HAM modes.  Dynamic HiRes<br \/>\ncan go as high as 768x480x4096 (severe overscan).  If you have an Amiga,<br \/>\ncheck out rocks.lzh in the Amiga listings.<\/p>\n<p>\tJoe<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #97, from jstivaletta, 420 chars, Mon Nov 27 11:18:30 1989<br \/>\nThis is a comment to message 92.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 92.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nFor those in the Boston Area, Dan Ten Ton of Digital Animation Productions<br \/>\nwill be demonstrating a transputer based video graphics and processor<br \/>\nboard for the Amiga 2000.  It supposedly can display 16 million colors at<br \/>\nresolutions of 800&#215;600 and higher.  Each board claims 120 MIPS and 9<br \/>\nMFLOPS.  It is scheduled for 4 December 1989 at the BCS Amiga Tech meeting<br \/>\nat the Department of Transportation in Cambridge.<\/p>\n<p>\tJoe<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #98, from jshook, 1297 chars, Mon Nov 27 17:00:53 1989<br \/>\nThis is a comment to message 92.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;m not going to answer your questions (I&#8217;m sure others will) but<br \/>\nrespond to the original point&#8230;.<br \/>\nIt seems to me that all you need to do subtitling is a computer<br \/>\nthat can put up lines of text and overlay that onto the video<br \/>\nsource.  An Amiga can do that easily with one of the several<br \/>\nGenLock devices that are available for it.<br \/>\nYou probably want light-colored letters with a dark line around<br \/>\nthem (so the words will be legible no matter what sort of<br \/>\nbackground they are on).  You want reasonably good resolution.<br \/>\nAn Amiga (running appropriate software&#8211;and I can think of several<br \/>\ntitles offhand that would probably make this happen easily) could<br \/>\ndo this in any of its resolutions.  May I suggest HiRes overscan<br \/>\n(more resolution than your video signal can deal with so there<br \/>\nwill probably be no perceptable &#8220;jaggies&#8221;)?<br \/>\nAlthough a stock Amiga use the 68000, it has a hardware blitter that<br \/>\nmight actually allow it to equal or out-perform a 68030 with this<br \/>\nparticular graphics-intensive application.<br \/>\nYou can create you lines of text with any text editor and set up the<br \/>\nsoftware to read them in as needed (prabably better keep them in RAM<br \/>\nfor instant access).  Using a SMPTE reader you might be able to<br \/>\nlog their appearance\/disappearance for final record, or you might<br \/>\nset it up to be interactive.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #99, from dtenton, 931 chars, Mon Nov 27 17:24:23 1989<br \/>\nThis is a comment to message 97.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYup, I will appear afer the WOC craze at the BCS tech meeting at 7:30<br \/>\nin Cambridge. You actually threw 2 products into one decription&#8230;.<br \/>\na) the Graphics board.. 1 T800 1 G300 2 MB Vram 2 MB Dram.<br \/>\n16.7 million colors at 800&#215;600 res. up to 1280&#215;1024 displayable res.<br \/>\nsimultaneous. Also a second display mode where 256 out of 16.7 mill colors<br \/>\ncan be displayed. Works independently from the Amiga&#8230;.<br \/>\nb) the processor boards. up to 4 T800 processors per board. as many boards<br \/>\ncan be connected to each other and to the graphics transputer in order to<br \/>\naccelerate computation. 120 MIPS per board. around 130 with the graphics<br \/>\ntransputer (in burst mode). I have a 17 Transputer system I use. I will<br \/>\ndemo 5 transputers working at the meeting, the rest are all over the country.<br \/>\nOf course this is available NOW. All 17 transputers give a performance of<br \/>\nabout 510 RISC MIPS. Total cost of that system is around $35000 with a<br \/>\nraytracer.<br \/>\nDan<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #100, from dlovell, 938 chars, Tue Nov 28 06:57:16 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n>[copied from animation\/characters #34, jimomura, Sun Nov 26 09:44:59 1989]<br \/>\n>[is a comment to message 33 in that conference]<br \/>\n>     Welcome!  Hmm.  Yet another Amiga man.  I seem to be the only<br \/>\n>Atari ST hold-out. \ud83d\ude42<br \/>\n><br \/>\n>     Does your program integrate with Jim Kent&#8217;s Zoetrope?<br \/>\n><\/p>\n<p>LightBox writes IFF ILBM files which can be used with most paint programs.<\/p>\n<p>I&#8217;m not sure you can do inbetweening with Zoetrope, although you can<br \/>\nanimate-forward.<\/p>\n<p>LightBox keeps your preceding and following tween visible while you draw<br \/>\ninbetweens.  You press the &#8220;flip&#8221; key to see your drawings in action.<\/p>\n<p>Something like Zoe is meant to reach a more general (read larger) group of<br \/>\nfolks.  LightBox is strictly for Animators&#8211; the kind that draw a lot.<\/p>\n<p>&#8211; Doug L.<\/p>\n<p>p.s. The community of software developers who write for the Amiga is<br \/>\nhighly dedicated and extremely talented.  There are lots of good graphics<br \/>\nand animation programs available for the Amiga.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #101, from jimomura, 1840 chars, Tue Nov 28 09:23:28 1989<br \/>\nThis is a comment to message 100.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 100.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     The normal way to do inbetweens with Zoetrope is to duplicate a<br \/>\nframe with the &#8220;insert&#8221; capability.  At that point you have the two<br \/>\nadjacent frames and the one you&#8217;re working on.  Then you can &#8220;flip&#8221;<br \/>\nbetween the 3 frames with the cursor keys as fast as you can hit the<br \/>\nkeys (more importantly, as *slowly* as is useful to study the changes).<br \/>\nThen you go in an make the necessary changes in the objects.  The trick<br \/>\nis that since most animation is done with large surfaces of colour,<br \/>\nyou&#8217;re mainly interested in minor adjustments in the border regions and<br \/>\nflipping between the 3 frames is perfect for tracking those adjustments.<\/p>\n<p>     I&#8217;m making it sound like you can only step between the 3 frames<br \/>\nyou&#8217;re working on.  That&#8217;s not true.  Actually, you can step all the<br \/>\nway through the sequence currently in memory.  And of course, you can<br \/>\nalso run it at the normal speed to check the fluidity and timing.<\/p>\n<p>     It sounds to me like some people are going to prefer your approach<br \/>\nand some people are going to prefer Zoetrope.  I&#8217;ve been working with<br \/>\nZoetrope&#8217;s predecessor (CyberPaint) on the ST for some time now.  Although<br \/>\nyour way sounds good, I don&#8217;t know if I&#8217;d switch if I had the option.<br \/>\nMy main problem has been that I&#8217;m only working with 1 Meg. of RAM which<br \/>\nis really too little for this type of work.  I tried a 4 Meg. ST for<br \/>\na day and it was *wonderful*!  I could do all kinds of things.  I feel<br \/>\nconfident that if I had a month or so, I could turn out a 20 min. show<br \/>\nsingle handed, and I&#8217;m not a particularly fast artist.  This is something<br \/>\nI gave a lot of thought too, I should add &#8212; I have a script sitting and<br \/>\nthe beginnings of the character designs.  I stopped the project when<br \/>\nI realized that 1 Meg. was forcing me to work in segments small enough<br \/>\nto increase my work time beyond what I was willing to put into the project.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #102, from stevemorein, 504 chars, Tue Nov 28 23:21:46 1989<br \/>\nThis is a comment to message 98.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nthe reasons for choosing a mac or amiga for subtitling have<br \/>\nnothing to do with processor.<br \/>\nthe cpu must be fast enough to put characters on the screen without<br \/>\nproblems(flicker,etc) almost any cpu is fast enough.<\/p>\n<p>the major reasons for choice are price:<br \/>\nmac high &#8230;. very high<br \/>\namiga &#8230; low<br \/>\nquality:<br \/>\namiga low to medium<br \/>\nmac: how much do you want to pay? you can not get better than the<br \/>\ntop of the line mac.<br \/>\nother stuff:<br \/>\nthe mac currently has the widest choice of fonts and the<br \/>\nalmost best font system.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #103, from wablock, 254 chars, Tue Nov 28 23:37:46 1989<br \/>\nThis is a comment to message 102.<br \/>\nThere are additional comments to message 102.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n&#8230;Amiga output quality:<\/p>\n<p>I think your &#8220;how much do you want to pay?&#8221; question applies here, too.  The<br \/>\nTransputer video stuff is definitely in the Mac II price range, and the<br \/>\nfabled Video Toaster (if\/when available) and ULowell boards are in there, too.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #104, from jimomura, 1265 chars, Tue Nov 28 23:55:51 1989<br \/>\nThis is a comment to message 102.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Fonts are not an issue for subtitling.  You don&#8217;t want fancy<br \/>\nfonts.  Quite the opposite.  You want unobtrusive, plain and easy<br \/>\nto read fonts.  The most commonly used fonts I&#8217;ve seen tend towards<br \/>\nthin-line helvetica style fonts.  They don&#8217;t tend to be kerned either.<br \/>\nI&#8217;m not just talking about computer subtitling, I&#8217;m thinking about<br \/>\n&#8220;manual&#8221; subtitling going back to the earliest movies I can remember.<br \/>\nThe thing you have to remind people like the guy I was disagreeing<br \/>\nwith is that people go to see the *movie* and not his subtitles.<\/p>\n<p>     Also, for the Amiga and the Mac II and most other modern computers<br \/>\nthe whole argument about speed of filling a screen is bogus.  I was<br \/>\nsaving this point for my next posting on Usenet, but I guess I&#8217;ll<br \/>\nmake it here now.  You don&#8217;t have to fill the screen faster than about<br \/>\na 1\/4 second.  Why?  Because on most computers you can write to a<br \/>\n&#8220;hidden&#8221; screen and set up your next title ahead of time and then<br \/>\nflip screens instantaneously by just punching a single value into<br \/>\na screen selecting register.  After that you will want to *leave*<br \/>\nthat screen visible at least long enough for people to get around<br \/>\nto reading the text you just displayed.<\/p>\n<p>     Subtitling is a very, *very* simple application from a CPU standpoint.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #105, from jimomura, 162 chars, Sat Dec  2 10:46:08 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Amiga, Walt Disney, &#8220;The Animation Studio&#8221; &#8216;amiga.user\/main&#8217; #5768<br \/>\n     I just read about this and I&#8217;m hoping that Mr. Schwab will tell<br \/>\nus about it a bit.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #106, from dlovell, 891 chars, Sat Dec  2 11:29:17 1989<br \/>\nThis is a comment to message 101.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nJim:<\/p>\n<p>If LightBox was available for the Amiga you would not have had to abandon<br \/>\nyour project.  LightBox scenes can be quite long because the frames are<br \/>\nstored on disk.  Enough frames near the frame you are drawing are kept<br \/>\nin memory for two or three seconds of flip (on a 1Mb Amiga).  We generally<br \/>\ndivide a full animation into LightBox scenes at the cuts.<\/p>\n<p>It sounds like it takes extra steps to inbetween with Zoe.  I can tell you<br \/>\nhow to inbetween with a paint program, too; but that takes lots of extra<br \/>\nsteps.  With LightBox you can move forward and backward at will through<br \/>\nthe entire scene.  Press the forward or backward key rapidly or hold it<br \/>\ndown for slow &#8220;flipping.&#8221;  Animation preview (the &#8220;flip&#8221; key) is forward only.<\/p>\n<p>&#8211; Doug L.<\/p>\n<p>p.s. It&#8217;s interesting that your approach to this problem is to throw more<br \/>\nhardware rescources at it rather than look for alternate software solutions.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #107, from jmallard, 357 chars, Sun Dec  3 00:09:14 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Render man software<br \/>\nI&#8217;ve read a few articles about  Pixar&#8217;s Render Man software that they were\/are<br \/>\npushing as a sort of universal standard for animation renderers. It sounds like<br \/>\na very powerful program, but most of what I&#8217;ve read has been mostly hype and I<br \/>\nwould love to hear from someone who has either worked with it or knows something<br \/>\nabout it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #108, from hshubs, 52 chars, Sun Dec  3 12:16:28 1989<br \/>\nThis is a comment to message 107.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHave you ever seen the results of using Renderman?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #109, from stevemorein, 433 chars, Sun Dec  3 15:55:21 1989<br \/>\nThis is a comment to message 108.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nyes.<br \/>\n  :   O<br \/>\nI have the interface description in the form of the book<br \/>\nThe RenderMan Companion.<br \/>\nremember the water pseudopod from the movie Abyss? that was done<br \/>\nwith renderman.<\/p>\n<p>i cant wait to get my hands on a copy of a renderman renderer.<br \/>\nproblem is that source from pixar for a single user, non-comercial<br \/>\nlicence from pixar is $8000. i i dont want to pay a similar amount<br \/>\nfor a transputer board and renderman software in binary.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #110, from hshubs, 124 chars, Sun Dec  3 16:20:04 1989<br \/>\nThis is a comment to message 109.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 109.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI don&#8217;t go to &#8220;thrillers.&#8221;  I like to be entertained, not scared.<\/p>\n<p>Have you seen the stuff they put together for SIGGraph?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #111, from jimomura, 2012 chars, Sun Dec  3 16:22:57 1989<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: World of Commodore, Toronto<br \/>\n     I went to World of Commodore twice today.  Not surprisingly, I<br \/>\nfound something I could use for my Atari ST.  I found 3 1\/2&#8243; disk libraries<br \/>\nfor 20 disks selling for 2\/$5.00.  So for $10.00 I took 4 of them giving<br \/>\nme storage for 80 disks.  Now that may not seem utterly wonderful, but<br \/>\nactually, when you get down to organizing work it really is.  The big<br \/>\n80 disk containers aren&#8217;t portable, whereas these relatively small units<br \/>\ncan be carried in an attache case.  They are similar in size to the<br \/>\nEichner units I prefer, but are marginally less convenient, and possibly<br \/>\nmade of a cheaper plastic, but quite adequate.  I&#8217;m really happy about it!<\/p>\n<p>     Anyway, the few hours I spent at &#8220;World of Commodore&#8221; didn&#8217;t really<br \/>\ngive me a chance to scuzz out anything really great in the animation field.<br \/>\nA lot of touchpad style digitizing was being done all over the place.<br \/>\nThere were a few Genlock devices around with the usual beautiful 3D<br \/>\nanimated graphics running havoc over &#8220;live&#8221; action.  Casio had a huge<br \/>\ndisplay of keyboard instruments &#8212; interesting to see at a *computer*<br \/>\nshow, interesting for animators who need background music.<\/p>\n<p>     Ironically, NewTek&#8217;s DigiPaint was being used a lot by display people.<br \/>\nWhat&#8217;s ironic is that I tried it, and I don&#8217;t find it sufficiently intuitive.<br \/>\nI sat down at NewTek&#8217;s display and did my manditory &#8220;draw a face&#8221; test<br \/>\nand frankly felt like I was fighting the system all the way.  I could<br \/>\nnot figure out how to stop it from using a patterned fill.  I finally<br \/>\ngot one of the NewTek people to re-set the program for me.  I have no<br \/>\nidea what she did.  It worked, but . . . .  That&#8217;s not good design.<\/p>\n<p>     Golddisk had a video tape demonstrating their Comic Book authoring<br \/>\nsoftware.  After watching the tape, all I could see was that it did<br \/>\nword balloons.  Nothing else seemed particularly special.  Did I miss<br \/>\nsomething?  I&#8217;m not putting it down.  It&#8217;s probably worth it&#8217;s price,<br \/>\nwhatever that is, but it didn&#8217;t seem &#8220;special&#8221; otherwise.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #112, from jimomura, 91 chars, Sun Dec  3 16:36:09 1989<br \/>\nThis is a comment to message 105.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     More discussion of &#8220;The Animation Studio&#8221; is also going on in<br \/>\n&#8216;amiga.arts\/animation&#8217;.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #113, from jimomura, 2093 chars, Sun Dec  3 16:56:46 1989<br \/>\nThis is a comment to message 106.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Actually Zoetrope seems to be better from the preview &#8220;flipping&#8221; point<br \/>\nof view.  I must not have been clear.  Zoetrope does all that and more,<br \/>\nand, it would seem, easier.  Your usage of disk sounds good, but it&#8217;s<br \/>\nsort of a toss up.  Kent&#8217;s Autodesk Animator goes to disk for the file<br \/>\nin that way, but it&#8217;s been criticized as being heavy on disk usage because<br \/>\nof that.  I liked CyberPaint on the Atari ST in part because it was fast<br \/>\nto get around from frame to frame.  Also, the user interface was the<br \/>\nbest I&#8217;d seen for a paint program up to that point.  I liked it so much<br \/>\nthat I cloned it (with Jim Kent&#8217;s permission) for the Radio Shack Color<br \/>\nComputer 3 (just the paint program interface &#8212; couldn&#8217;t pull off the<br \/>\nframe stepping on the CoCo3).  It&#8217;s not a perfect user interface, but<br \/>\nI&#8217;ve yet to find anything better.<\/p>\n<p>     Be that as it may, it&#8217;s exciting to see that there seem to be at<br \/>\nleast 3 major &#8220;painted cel&#8221; style animation programs for the Amiga now.<br \/>\nI&#8217;m counting &#8220;Disney&#8217;s Animation Studio&#8221;, &#8220;Light Box&#8221; and &#8220;Zoetrope&#8221;.<br \/>\nIf there&#8217;s more than this I don&#8217;t really know because I don&#8217;t keep up<br \/>\nwith the Amiga scene that closely.<\/p>\n<p>     Now, let me issue a warning to you developers in this field:  The<br \/>\ntime it takes to draw something is not trivial.  I don&#8217;t care how good<br \/>\nthe programs are, they are *never* going to make the drawing time trivial.<br \/>\nSo you don&#8217;t want to have to force people to re-invent the wheel by<br \/>\nredrawing stuff WHEN THE SWITCH STUDIOS.  Now there&#8217;s an interesting<br \/>\npoint of Copyright law and it may be that an artist will *have* to leave<br \/>\nwork behind from one job to the next, but more commonly, an artist keeps<br \/>\nhis\/her own stock files.  This is common in all artistic fields.  What<br \/>\nI&#8217;m getting at is that *I* work with CyberPaint, and if I come to<br \/>\nyour studio to work, am I going to be able to use my stock files in your<br \/>\nsoftware?  What about other people with Macs or Mac II&#8217;s?  Your work<br \/>\nfor the next year is fairly clear.  Aside from any bug fixes and other<br \/>\nupgrades, you&#8217;d best get down to doing some data conversion programs.<\/p>\n<p>     &#8220;Have a nice day!&#8221;  \ud83d\ude09<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #114, from dtenton, 169 chars, Sun Dec  3 17:36:41 1989<br \/>\nThis is a comment to message 109.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nLast I heard from PIXAR was that the T800 version was $4500 (single user<br \/>\nnon-commercial). Add $6000 for a graphics transputer or $7000 for a<br \/>\n4 Transputer board&#8230;.<br \/>\nDan<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #115, from ewhac, 296 chars, Mon Dec  4 02:32:51 1989<br \/>\nThis is a comment to message 83.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tThe itty-bitty Amiga is perfect for subtitling.  The reason your<br \/>\nfriend says the &#8216;020 is necessary for video subtitling is because the Mac<br \/>\nis a pig without it.  The Amiga&#8217;s blitter pushes bits around very handily,<br \/>\nand is more than adequete for such a non-demanding task as titling.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #117, from p.schmidt, 196 chars, Mon Dec  4 07:32:05 1989<br \/>\nThis is a comment to message 110.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIf any of you missed it, the BCS is playing it at a meeting later in<br \/>\nthis month (Boston area, sorry.) I don&#8217;t have the calendar in front<br \/>\nof me, but you can download it from the BCS listings area.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #118, from switch, 233 chars, Mon Dec  4 11:03:34 1989<br \/>\nThis is a comment to message 115.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHaving read the message by said fellow, I can give you his reason: he says<br \/>\nhe&#8217;s never seen a clean subtitle on an Amiga.  Somehow I get the feeling what<br \/>\nhe saw is a plain Commodore genlock at work, or something on a similar scale&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #119, from jimomura, 1282 chars, Mon Dec  4 13:48:36 1989<br \/>\nThis is a comment to message 118.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 118.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Nope.  He went further.  That much we didn&#8217;t really disagree on.  We<br \/>\ngave it slightly different weight, but that&#8217;s about it.  He said point<br \/>\nblank that the Amiga&#8217;s 68000 CPU wasn&#8217;t in his opinion fast enough.<br \/>\nAbsolute silliness.  He tried to impress me with the fact that &#8220;kerning&#8221;<br \/>\nwas going to add significantly to the display time.  It won&#8217;t.  I know<br \/>\n&#8220;kerning&#8221;.  The easiest way to do it is a lookup table just the same<br \/>\nas character-based justification.  No difference.  He also was of the<br \/>\nmisguided impression that it was necessary to re-draw the screen within<br \/>\none screen switch time (effectively, 1 V-blank), which I&#8217;ve pointed out<br \/>\nis utter nonsense in itself.<\/p>\n<p>     Let me push this just a bit further.<\/p>\n<p>     How much screen text redrawing are we talking about?  Well, subtitling<br \/>\nas the word implies (note &#8220;sub&#8221;) tends to go on the bottom of the screen.<br \/>\nI don&#8217;t think I&#8217;ve *ever* seen more than 4 lines of text on a screen in<br \/>\na subtitle.  Any more than that and it becomes obtrusive.  But let&#8217;s say<br \/>\nyou might use 8 lines then, just to be utterly safe.  Also, for reasonable<br \/>\nclarity, you won&#8217;t want much more than 40 characters per line, and of<br \/>\ncourse, shorter lines will draw faster.  Yes, I think an 8 MHz 68000 will<br \/>\npull that off.  No doubt the Blitter can do it faster.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #120, from jshook, 440 chars, Tue Dec  5 22:53:09 1989<br \/>\nThis is a comment to message 119.<br \/>\nThere are additional comments to message 119.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nMuch better is to prepare your subtitle in secret by rendering your<br \/>\ntext to an undisplayed buffer.  Then, when the time is right, have<br \/>\nyour software reset a few pointers et voila!<br \/>\n  The Amiga can reset its display to another portion of RAM easily<br \/>\nwithin the space of one VBL, thus no flashes or glitches when you<br \/>\nchange screens.  And the new display can be of an entirely<br \/>\ndifferent resolution and number of colors.  Really, it&#8217;s overkill.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #121, from jdow, 134 chars, Wed Dec  6 04:59:45 1989<br \/>\nThis is a comment to message 118.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHm, there is better equipment for lower prices and better software for the Amiga<br \/>\nthan the Mac. The Amiga has been at it longer.<br \/>\n{@_@}<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #122, from jdow, 290 chars, Wed Dec  6 05:02:02 1989<br \/>\nThis is a comment to message 119.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWith the AMiga you can simply double buffer your subtitles and switch them<br \/>\nvirtually instantly. This fellow is a bit untutored in proper technique I<br \/>\nsuspect. At normal reading speeds the Amiga can flip a screen full of text<br \/>\nbetween scan lines using double buffering very very easily.<br \/>\n{@_@}<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #123, from switch, 186 chars, Tue Dec 12 00:18:27 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Prisoners of Gravity<br \/>\nDid any of the other Canucks here catch &#8220;Prisoners of Gravity&#8221; tonight on TV<br \/>\nOntario?  Apparently someone was talking about the Amiga and computer<br \/>\nanimation.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #124, from swestrup, 389 chars, Sat Dec 16 18:01:43 1989<br \/>\nThis is a comment to message 123.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWell, yes, Rick Green did sort of mention Amigas and Animation in the same<br \/>\nsentence, but he didn&#8217;t go into any great detail.  He was talking about<br \/>\nanimation on computers and mentioned that some folks were doing it on their<br \/>\namigas.  In particular, he showed a flying bee that had been ray traced using<br \/>\nan amiga (It was rather good too, IMHO), and then went on to talk about other<br \/>\nthings.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #125, from jimomura, 1504 chars, Sun Dec 17 16:05:10 1989<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: New Techniques May Create New Needs and Require New Talents<br \/>\n     I hate to admit this, but I was reading something the other day<br \/>\nand I can&#8217;t remember whether it was on Usenet or BIX.  It was something<br \/>\nwritten by some ex Disney person who was talking about why Disney at<br \/>\nthat time (a while back) started working with computers and essentially<br \/>\ngave up on it for cel creation and tweening was concerned.  It was<br \/>\ncheaper to get it done in the orient.  I&#8217;ve been thinking about the<br \/>\nway animation studios are going to work in the future and what talents<br \/>\nmay be necessary in the future.  It occurred to me that ever since<br \/>\nSilicon Graphics demonstrated their &#8220;hand puppet&#8221; real-time animated<br \/>\nface (SIGGRAPH), which I had a chance to see at the Silicon Graphics<br \/>\npresentation, I&#8217;ve been wondering what the net effect would be on<br \/>\nthe video world.<\/p>\n<p>     If I were to assume that I was going to do high volume commercial<br \/>\nwork based on that technology, I&#8217;d probably start my acquisitions and<br \/>\nhiring something like this:<\/p>\n<p>     1.  Hire a top-knotch puppeteer for full-time staff position.<\/p>\n<p>     2.  Hire a draftsman for creation of solid &#8220;props&#8221;.<\/p>\n<p>     3.  Hire a character-designer full-time or at the least have<br \/>\none that you can call upon when you need one.<\/p>\n<p>     I&#8217;ll assume that a person starting such a company would be artistic<br \/>\nenough not to need an &#8220;art director&#8221; or &#8220;copy writer&#8221; in the beginning.<br \/>\nStill, it&#8217;s pretty different from what has been needed historically.<br \/>\nNo cel-washers, no tweeners, . . . .<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #126, from hmccracken, 231 chars, Sun Dec 17 17:52:10 1989<br \/>\nThis is a comment to message 125.<br \/>\nThere are additional comments to message 125.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;m sure that will happen for Saturday-morning within the next few<br \/>\nyears.  BTW, Disney is planning to go almost completely to computer-coloring<br \/>\non their feature films, doing away with cels altogether in the near<br \/>\nfuture.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #127, from rcrook, 71 chars, Sun Dec 17 20:26:48 1989<br \/>\nThis is a comment to message 125.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhat is a `tweener&#8217;?  (OK, so my ignorance is showing&#8230;)<\/p>\n<p> = Argosy =<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #128, from jimomura, 668 chars, Sun Dec 17 22:06:50 1989<br \/>\nThis is a comment to message 127.<br \/>\nThere are additional comments to message 127.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     A person who draws the images of something in motion &#8220;inbetween&#8221;<br \/>\ntwo boundary pictures for smooth flowing animation.  The main artist<br \/>\nmight draw a person raising a foot and then on the next sheet draw<br \/>\nthe person putting the foot down.  The &#8216;tweeners&#8217; will draw all the<br \/>\nrest of the sheets for the number of frames it would take for the<br \/>\nwhole step to occur.  Actually, I doubt that any animator ever left<br \/>\nanywhere near that many frames for tweeners to work on.  I don&#8217;t<br \/>\nknow if there&#8217;s an industry standard, but I&#8217;d expect most animators<br \/>\nprobably work out 1 of every 5 or 10 frames unless there is something<br \/>\nspecial about it, in which case they may do every frame.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #129, from jshook, 1917 chars, Sun Dec 17 23:53:24 1989<br \/>\nThis is a comment to message 127.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nA &#8220;tweener&#8221; is computerese for what is called an &#8220;in-<br \/>\nbetweener&#8221; in the animation industry.  In traditional drawn<br \/>\nanimation, the sequences were created with a heirarchical<br \/>\ndivision of labor (so what else is new).  The main or &#8220;key&#8221;<br \/>\nanimator would take the storyboarded sequences and draw<br \/>\nkey frame positions&#8230;every nth frame.  These drawing were<br \/>\nthen passed down (sometimes through several levels) to other<br \/>\nanimators who would make all of the intervening drawings<br \/>\naccording to the instructions encoded on the key drawings.<br \/>\nOne scheme I have used goes like this: if the key animator<br \/>\nis drawing every 6th frame he (or she, but almost always he)<br \/>\nwould make a little diagram somewhere in the margin that might<br \/>\nlook like this:<\/p>\n<p>                1                3      6<br \/>\n                |     |          |   | ||<br \/>\n                &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br \/>\n  This would be used to encode the dynamics of where in the<br \/>\nmovement each drawing would be.  In-betweening is never simply<br \/>\na process of mechanically interpolating line segments&#8211;in-<br \/>\nbetweeners animate just as much as key animators.  This is something<br \/>\nthat a lot of people who talk about computerising in-betweening<br \/>\ndon&#8217;t realise.  They seem to feel that in-betweening is just<br \/>\ncreating a series if uniform transitions from one key drawing to the<br \/>\nnext.  Not true!  Disney animators would even prepare dynamic charts<br \/>\nfor each of several parts of a single character to convey the<br \/>\ncomplex dynamics seen in their great sequences.<br \/>\n  It is conceivable that in time it will be possible to create<br \/>\nexpert-system-like computerised in-betweening systems which will be<br \/>\nable to receive whatever will be the equivalent of the chart I included above<br \/>\n(ideally this would be something that could track a gesture the<br \/>\nanimator made on the drawing surface or in space) and apply to that<br \/>\nsome basic Newtonian mechanics to generate in-betweens as skillfully<br \/>\nas the average human animator.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #130, from jsloman, 324 chars, Wed Jan  3 15:34:55 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #8 of Tue Jan  2 20:58:50 1990<br \/>\nTITLE: Siggraph &#8217;89<br \/>\nDid anyone here get to see the animation at Siggraph last year?<br \/>\nI was VERY impressed with some of it.  Particularly Luxo Jr.<br \/>\nand Knick-Knack.  Really amazing stuff, and in 3D!<br \/>\nLISTINGS<br \/>\n   ^pesky macro, got to get a can of macrocide.<br \/>\n[Jeff]<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #131, from dquick, 240 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 130.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 130.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #9 of Tue Jan  2 22:30:03 1990<br \/>\nKnick-Knack is indeed very well done.  Not only is it a technical tour-de-<br \/>\nforce, but the characters and story line are also wonderful.  Haven&#8217;t seen<br \/>\nLuxo Jr. yet.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #132, from hmccracken, 542 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 130.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 130.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #10 of Tue Jan  2 23:02:41 1990<br \/>\nI like all of John Lasseter&#8217;s films; he&#8217;s one of the best animators going,<br \/>\ncomputer or otherwise.  SIGGRAPH also included some other excellent films,<br \/>\nincluding Midnight Cafe and Locomotion, both of which are Lasseter-influenced<br \/>\nto some extent.<br \/>\n  If you&#8217;re interested in Luxo Jr. and Knickknack you may find the new issue<br \/>\nof my animation magazine, Animato, of interest; the cover story is an inter-<br \/>\nview with Lasseter in which he discusses these and his other films.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #133, from jimomura, 184 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 131.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 131.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #11 of Tue Jan  2 23:35:13 1990<br \/>\n     I don&#8217;t know if I&#8217;ve seen Knick-Knack.  I&#8217;ve definitely seen Luxo Jr.<br \/>\nI&#8217;ve seen a lot without knowing the titles.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #134, from hshubs, 103 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 131.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #12 of Wed Jan  3 00:22:05 1990<br \/>\nIsn&#8217;t Luxo Jr the one with the baby?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #135, from wablock, 151 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 134.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 134.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #13 of Wed Jan  3 00:23:58 1990<br \/>\nLuxo Jr. was the one with the Luxo lamps, wasn&#8217;t it?  That was a very nice<br \/>\nanimation.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #136, from dquick, 115 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 134.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 134.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #14 of Wed Jan  3 01:03:37 1990<br \/>\nI think you&#8217;re thinking of &#8220;Tin Toy&#8221;.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #137, from hshubs, 223 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 135.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #15 of Wed Jan  3 01:06:25 1990<br \/>\nOkay.  I know _that_ one.  Yeah, it was (IMHO) a classic.  Knick-knack,<br \/>\nwhich _must_ be the one with the baby, was impressive, but a little<br \/>\n_too_ realistic.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #138, from hshubs, 107 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 136.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #16 of Wed Jan  3 01:07:19 1990<br \/>\nfoo.  Yes.  That&#8217;s the newest one.  Yup.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #139, from dquick, 274 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 137.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 137.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #17 of Wed Jan  3 01:35:14 1990<br \/>\nNope, &#8220;Tin Toy&#8221; was the one with the baby.  &#8220;Knick-Knack&#8221; is about a plastic<br \/>\nsnowman in one of those little dome shaped paper weights with the plastic<br \/>\nsnow in them.  &#8220;Tin Toy&#8221; was also very good.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #140, from hshubs, 119 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 139.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #18 of Wed Jan  3 01:45:27 1990<br \/>\nHuh.  I&#8217;ve not seen &#8220;Knick-Knack&#8221; in that case.  \ud83d\ude41<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #141, from jsloman, 149 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 134.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #19 of Wed Jan  3 07:21:48 1990<br \/>\nNo, thats is Tin Toy(?) Luxo Jrr. is the on with the &#8220;baby&#8221;<br \/>\narchitects lamp.<br \/>\n[Jeff]<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #142, from jsloman, 185 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 132.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #20 of Wed Jan  3 07:23:45 1990<br \/>\nYes, locomotion was wonderful, using geometric distortions<br \/>\nto accomplish an enormous variety of emotional ideas.<br \/>\n[Jeff]<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #143, from p.schmidt, 113 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 130.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 130.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #21 of Wed Jan  3 07:31:25 1990<br \/>\nDoes anyone know how to get a tape of the show?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #144, from jsloman, 100 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 143.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 143.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #22 of Wed Jan  3 08:24:56 1990<br \/>\nWish I did.  Might try BCS.<br \/>\n[Jeff]<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #145, from hshubs, 91 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 144.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #23 of Wed Jan  3 10:53:32 1990<br \/>\nOr maybe ACM SIGGRAPH&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #146, from switch, 310 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 130.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #24 of Wed Jan  3 12:17:56 1990<br \/>\nGood old Luxo Jr. &#8212; I haven&#8217;t seen that in years, and it&#8217;s one of my favorites<br \/>\nin computer animated shorts.<\/p>\n<p>Just saw Knick-Knack for the second time a few weeks ago at the Second<br \/>\nAnimation Celebration &#8212; hee!  I much prefer it over Tin Toy&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #147, from switch, 216 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 133.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #25 of Wed Jan  3 12:20:36 1990<br \/>\nKnick-Knack is the one with the snowman and all these cheesy souvenirs.  The<br \/>\nsnowman sees the female souvenir-thingie from Florida beckoning to him&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #148, from switch, 204 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 137.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 137.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #26 of Wed Jan  3 12:21:41 1990<br \/>\nTin Toy was the one with the baby.  Impressive, but I think they let the<br \/>\nstory take a back seat to the gimmick of the baby being animated.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #149, from sharonfisher, 105 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 137.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #27 of Wed Jan  3 13:32:55 1990<\/p>\n<p>No.  Tin Toy is the one with the baby.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #150, from hshubs, 132 chars, Wed Jan  3 15:34:55 1990<br \/>\nThis is a comment to message 148.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/inkwell #28 of Wed Jan  3 13:33:44 1990<br \/>\nAgreed.  I _really_ didn&#8217;t need the baby drool.  Really I didn&#8217;t.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #151, from jshook, 175 chars, Wed Jan  3 16:32:34 1990<br \/>\nThis is a comment to message 143.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nNot the BCS&#8230;<br \/>\nContact ACM SIGGraph<br \/>\n11 West 42nd Street<br \/>\nNew York, New York 10036<\/p>\n<p>SIGGRaph puts out several cassettes per SIGGraph conference. Ask for<br \/>\nthe complete catalogue.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #152, from jshook, 1160 chars, Wed Jan  3 16:43:04 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: SIGG FAVE RAVES<br \/>\nMy favorites at this year&#8217;s SIGGraph show tended to be the films made<br \/>\nfor purposes other than entertainment.  I have often found them far<br \/>\nmore beautiful than the ones made on purpose.  Two standouts this year<br \/>\nwere the teakettle film and the storm film.  I could watch these all day!<br \/>\n  The Japanese &#8220;Inspiration&#8221; 3D extravaganza I found to be pure dreck.  Walt<br \/>\nDisney did not die: he went to Japan as a cryogenic automaton.  On the other<br \/>\nhand I went to the HDTV panel just to be able to see Kawaguchi&#8217;s newest piece<br \/>\nin HDTV (and at full length).  I love his work but somebody please sit down<br \/>\nwith him and have a little talk about color!  I think his work would be far<br \/>\nmore beautiful if he didn&#8217;t always use the same saturated palette.<br \/>\n  Another unvelievable waste of computational resources was the MTV video &#8220;Don&#8217;t<br \/>\nTouch Me&#8221; (or whatever it&#8217;s called).  Supposedly a plea for ecological<br \/>\nresponsibilty (it says here) it is in fact about 5 minutes of grotesquely<br \/>\nrealistic computer animation of a rock singer in paroxysms of environmental<br \/>\npassion as she sings the title phrases over and over.  Why?<br \/>\n  Probably because somebody paid for it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #153, from random.a, 127 chars, Wed Jan  3 17:49:34 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: 3D Animation..<br \/>\nDoes anyone know how to rotate a cube, or know of a book that would tell me<br \/>\nhow?   (This is in pascal..)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #154, from jsloman, 67 chars, Wed Jan  3 18:49:49 1990<br \/>\nThis is a comment to message 152.<br \/>\nThere are additional comments to message 152.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI was really scared by &#8220;Don&#8217;t Touch Me&#8221;, it was quite eery!<br \/>\n[Jeff]<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #155, from hmccracken, 290 chars, Wed Jan  3 19:01:02 1990<br \/>\nThis is a comment to message 152.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWell, Don&#8217;t Touch Me isn&#8217;t much as entertainment, but it&#8217;s not without<br \/>\ninterest as an example of animating a reasonably realistic human<br \/>\nfigure on the computer.  The techniques developed to make that film<br \/>\ncould be applied to more noteworthy projects in the future, I would<br \/>\nthink.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #156, from stevemorein, 272 chars, Wed Jan  3 21:57:57 1990<br \/>\nThis is a comment to message 145.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTapes of animation from each years SIGGRAPH show are sold by<br \/>\nACM Siggraph. tapes are 3\/4 or VHS.<br \/>\nthey also sell slide sets of stils and frames from the animation.<br \/>\nCollege libraries often have collections of the tapes.<\/p>\n<p>Steve Morein<br \/>\nRPI ACM student chapter siggraph chair.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #157, from hshubs, 137 chars, Wed Jan  3 22:03:51 1990<br \/>\nThis is a comment to message 156.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYou might want to post source info for people who aren&#8217;t ACM members.<br \/>\nAs a member, I&#8217;ll have no problem finding this, but others might.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #158, from ewhac, 155 chars, Thu Jan  4 03:21:02 1990<br \/>\nThis is a comment to message 153.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\t_Fundamentals of Interactive Computer Grpahics_ by Foley and Van Dam<br \/>\nshould get you started.  The pseudo-code examples are very Pascal-like.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #159, from random.a, 8 chars, Fri Jan  5 22:38:29 1990<br \/>\nThis is a comment to message 158.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThanks!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #160, from jechard, 707 chars, Sat Jan  6 13:25:53 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: TSilver frustration<br \/>\n   For two weeks I tried to extrude my company&#8217;s name in TS using the<br \/>\nboldtype font supplied.  No go.  It was seven letters (SYNERGY) JOIN&#8217;d<br \/>\ntogether.  Yesterday I rebuilt the word from scratch, JOIN&#8217;d &#8217;em again<br \/>\nand they extruded fine.  Anyone else experience this bug?<\/p>\n<p>  Actually, they would extrude, but as soon as I returned to the animation<br \/>\neditor they&#8217;d, uh, UNextrude.  I also tried to save the extruded object<br \/>\nffrom within the object editor, and it only saved the original flat<br \/>\nobject.<\/p>\n<p>Does anybody know how Louis Markoya built his whale object?  I know he used<br \/>\nthe SKIN function, but how did he attach the flukes?<\/p>\n<p>  (Sorry if this is too Amiga specific for this conf.)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #161, from hmccracken, 170 chars, Sat Jan  6 17:18:37 1990<br \/>\nThis is a comment to message 160.<br \/>\nThere are additional comments to message 160.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nNope, it&#8217;s not too Amiga-specific; after all, it is animation.  I have<br \/>\nTurbo Silver but don&#8217;t have answers to your questions.  Maybe somebody<br \/>\nelse here does.<br \/>\n   &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #162, from wablock, 370 chars, Sat Jan  6 17:43:43 1990<br \/>\nThis is a comment to message 160.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 160.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ve used the extrude with no problems (I&#8217;ve got lots of RAM, so maybe that<br \/>\ncould explain the problems you experienced?).<\/p>\n<p>I uploaded a picture to amiga\/listings when jimomura asked for HAM pictures&#8211;<br \/>\nhamtrace.zoo or something like that.<\/p>\n<p>As for the whale object, I&#8217;ve never even seen it.  Would it be possible to<br \/>\nupload the animation, either here or in amiga\/listings?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #163, from jenn, 237 chars, Sat Jan  6 19:49:23 1990<br \/>\nThis is a comment to message 162.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 162.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYou can upload the animation to both confs, wablock.<br \/>\nEither upload it here, and we&#8217;ll then &#8216;link&#8217; it to Joanne&#8217;s<br \/>\nconf.  Or, upload it to amiga\/listings, and we&#8217;ll link<br \/>\nit from- there.<br \/>\nLet us know which way, so I can send mail to Joanne!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #164, from wablock, 285 chars, Sat Jan  6 20:00:20 1990<br \/>\nThis is a comment to message 163.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI don&#8217;t have it&#8211;and I do feel a bit hesitant asking somebody to upload a<br \/>\nfile that&#8217;s bound to be very large.  But being isolated here in SD, I don&#8217;t<br \/>\nget a chance to see things like that very often.<\/p>\n<p>Probably would be best to put such things in amiga\/listings and then link<br \/>\nthem here.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #165, from jenn, 523 chars, Sat Jan  6 20:30:10 1990<br \/>\nThis is a comment to message 164.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nBy, SD you mean San Diego?<br \/>\nYou AREN&#8217;T isolate at all, wablock.<br \/>\nHave you ever heard of the ComicCon that is held<br \/>\nin San Diego every August?  It&#8217;s HUGE.  And you are<br \/>\nbound to find some animation nuts there.  I know of<br \/>\na few!!!<br \/>\nI&#8217;ll try to find more info and post it in sources.<br \/>\nThere is also the S.T.A.R. San Diego group that is<br \/>\nmore of a sf club, but there are some animation<br \/>\nnuts there too (or they might know of any animation<br \/>\ngroups in the SD area).  They meet once a month at<br \/>\nSDSU.  (I&#8217;ll find more info on that also&#8230;)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #166, from rcrook, 37 chars, Sat Jan  6 20:31:35 1990<br \/>\nThis is a comment to message 165.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTry South Dakota, jenn.<\/p>\n<p> = Argosy =<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #167, from jenn, 79 chars, Sat Jan  6 20:46:45 1990<br \/>\nThis is a comment to message 166.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n<sigh><br \/>\nSouth Dakota.  That&#8217;s what I get for<br \/>\nnot doing a &#8216;show res&#8217;&#8230;.<br \/>\n<blush><\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #168, from wablock, 65 chars, Sat Jan  6 21:08:24 1990<br \/>\nThis is a comment to message 167.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nUh, yeah.  We&#8217;re not quite as large an area as San Diego&#8230;  \ud83d\ude0e<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #169, from jshook, 134 chars, Sun Jan  7 00:15:07 1990<br \/>\nThis is a comment to message 160.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI have been using Silver since 1.??  After several years of experience<br \/>\nwith it I offer this advice:  Buy Sculpt 3D.  Buy InterChange.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #170, from wablock, 256 chars, Sun Jan  7 01:33:36 1990<br \/>\nThis is a comment to message 169.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 169.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nJechard, there was a thread on object editors in amiga.arts\/animation (I think)<br \/>\na week or so ago.  That may be enlightening.  Actually, I always thought the<br \/>\nTurbo Extrude was pretty easy to use.  Just select the object, tell it how<br \/>\nfar to extrude, and go.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #171, from ewhac, 291 chars, Sun Jan  7 06:13:20 1990<br \/>\nThis is a comment to message 169.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 169.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tYeah.  Unless your brain is wired similarly to Silver&#8217;s modeller,<br \/>\nuse someone else&#8217;s modeller, and InterChange the objects over.<\/p>\n<p>\tOh, BTW, the Silver3.0 conversion module is broken; you&#8217;ll need<br \/>\na patch file, or you&#8217;ll need to know how to FileZap the output files to<br \/>\nfix them.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #172, from jechard, 205 chars, Sun Jan  7 21:30:17 1990<br \/>\nThis is a comment to message 162.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSorry, I don&#8217;t have the WHALE animation, but it is in the June\/July<br \/>\nAmiga + (Plus) Magazine.  A big article by Markoya on how to create<br \/>\norganic shapes in TSilver.<\/p>\n<p>    I wish that guy would write a book.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #173, from jechard, 444 chars, Sun Jan  7 21:34:48 1990<br \/>\nThis is a comment to message 170.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nRE: EXTRUDE    (why don&#8217;t the headers have titles, Bix has garbo s\/w)<br \/>\n       Well, for ssome reason my extrude function works fine now.  I<br \/>\nreassembled the word, it extrudes and saves with no problem.<\/p>\n<p>            This is a syndrome I&#8217;ve noted with some packages&#8230;. at some<br \/>\npoint you&#8217;ve apparently &#8220;payed your dues&#8221; and all the features start<br \/>\nworking, although you&#8217;d swear you&#8217;re doing the exact same thing you were<br \/>\ndoing a week ago.  Eerie.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #174, from jechard, 85 chars, Sun Jan  7 21:35:59 1990<br \/>\nThis is a comment to message 171.<br \/>\nThere are additional comments to message 171.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIsn&#8217;t there a patch file here on bix for 3.0TS conversion?  (My module is<br \/>\non order.)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #175, from jechard, 372 chars, Sun Jan  7 21:38:53 1990<br \/>\nThis is a comment to message 169.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSculpt 3d is nice for some things, but really needs LAYERS , IMHO.  After<br \/>\nall, layers are good enough for AutoCAD&#8230;.<\/p>\n<p>  I normally use Modeler, but it is really hard to make a bent tube in<br \/>\nM3D, while it is fairly easy in S3D.  Oh well.  A friend of mine made a<br \/>\ncomplete french horn in S3D, it was beautiful, but he&#8217;s a fanatic.<br \/>\n    Thank God (&#038; jfoust) for Interchange.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #176, from jechard, 433 chars, Sun Jan  7 21:41:52 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: JShook&#8217;s article<br \/>\n    Was just in Crown books looking at an Ami mag, and there was a<br \/>\ninterview w\/jshook!  Great accompaning ray traces too!  Where did you<br \/>\nget those textures for (what I&#8217;m calling) the marble turbofan?<\/p>\n<p>  DO you have some samples here?<br \/>\n  I find lights are real hard to set in TSilver.  If jim ever wanted to<br \/>\nwrite a tutorial about it, I&#8217;d buy that mag.  Or he could upload it to<br \/>\namiga.arts\/tutorials&#8230;&#8230;;-)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #177, from wablock, 480 chars, Mon Jan  8 00:43:17 1990<br \/>\nThis is a comment to message 173.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 173.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI know that feeling.  Once I got past a certain point, it seemed to work<br \/>\nwithout complaining.  Do you suppose there is an internal timer?  \ud83d\ude0e<\/p>\n<p>On another subject: Could you provide a set of sample inputs to create<br \/>\n                    a simple woodscrew-like object with Screw.bas?  I ran<br \/>\n                    it, but what I got back was not what I expected&#8230;<br \/>\n                    XObj complained about fractional numbers in the input<br \/>\n                    file, but seemed to work.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #178, from ewhac, 105 chars, Mon Jan  8 05:14:55 1990<br \/>\nThis is a comment to message 175.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tHow do you want to bend the tube?  The lathe command should do<br \/>\nthat for you rather nicely.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #179, from jshook, 45 chars, Mon Jan  8 09:56:25 1990<br \/>\nThis is a comment to message 171.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhat&#8217;s wrong with the 3.0 conversion module?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #180, from jshook, 1295 chars, Mon Jan  8 10:09:37 1990<br \/>\nThis is a comment to message 176.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThank you for your kind words about my work.<br \/>\nThe textures on the &#8220;turbofan&#8221; (love that title&#8230;that&#8217;s what I&#8217;m<br \/>\ncalling it from now on) were made in DPaint.  I have done a little<br \/>\nmarbelising with paint on wood and I find that it is quite easy to<br \/>\ndo the same sort of thing in DPaint.  I have found that in general I<br \/>\nget better results form 16 or 32 color brushes than I have with HAM<br \/>\nbrushes for texture mapping.<br \/>\n   I have no particularly brilliant insights about light sources.<br \/>\nA few tips:  I use only one or at the most two light sources plus ambient.<br \/>\nIf using two light sources, use one as the &#8216;key&#8217; source (300) and one<br \/>\nas a backlight (positioned behind and to the side of the objects to create<br \/>\na highlighted edge on the object to separate it from the background).<br \/>\nShift the keylight towards one color and the backlight towards another<br \/>\n(try shifting the keylight towards the zenith color and the backlight<br \/>\ntowards the horizon color).<br \/>\n   There are no examples of my work here since I do not have a modem<br \/>\nfor my Amiga (I call here using a different computer).  If there is a<br \/>\ntumultuous outcry I might be able to make arrangements with someone to<br \/>\nupload something.  What are the policies here about IFF files?  Some of<br \/>\nthe local BBSs I call don&#8217;t want them since they take a lot of disc<br \/>\nspace.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #181, from switch, 70 chars, Mon Jan  8 10:45:27 1990<br \/>\nThis is a comment to message 180.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 180.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nNo problems on IFF files, so long as they&#8217;re archived in some manner.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #182, from jimomura, 869 chars, Mon Jan  8 11:49:47 1990<br \/>\nThis is a comment to message 181.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Give preference to ARC 5.21 compatible archiving.  It&#8217;s the<br \/>\nonly &#8220;common&#8221; archiver I have.  The alternative is 12 bit Lempel-Ziv<br \/>\n&#8216;compress&#8217; format which I have for the CoCo3 and Atari ST.<\/p>\n<p>     Well, actually, I also have OS-9 PAK and OS-9 AR, but<br \/>\nI doubt if *anybody* in this conference has them besides me,<br \/>\nand maybe Jim Kent.<\/p>\n<p>     There was one &#8220;humorous&#8221; matter a while back about archivers.<br \/>\nSomeone with a Mac said that we should support Stuffit format.<br \/>\nI said I&#8217;d try to port it if I had sources.  He pointed to a<br \/>\nfile of sources in SIT format.  How I&#8217;m supposed to work with<br \/>\nthat when I don&#8217;t have a Mac in the first place is a &#8220;funny&#8221;<br \/>\nidea.  Now, if somebody would post the sources in something like<br \/>\na SHAR file where I can work with it, I might do a port someday.<\/p>\n<p>     Also, if somebody has a ZOO port for the Atari ST in<br \/>\nobject form I&#8217;d appreciate it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #183, from hmccracken, 181 chars, Mon Jan  8 18:56:01 1990<br \/>\nThis is a comment to message 180.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 180.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIf there *is* a tumultuous outcry for your work &#8212; and I might be part of<br \/>\none, having seen some of it at a lecture you did &#8212; I would be glad to<br \/>\nupload it from my Amiga.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #184, from rcrook, 48 chars, Mon Jan  8 20:09:53 1990<br \/>\nThis is a comment to message 173.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n&#8220;Attack of the virtual gremlins!!&#8221;<\/p>\n<p> = Argosy =<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #185, from wablock, 145 chars, Mon Jan  8 22:32:16 1990<br \/>\nThis is a comment to message 180.<br \/>\nThere are additional comments to message 180.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;d certainly like to see some of these pictures.  And a turbo .CELL would<br \/>\nbe neat, but I can see where you might want to hang onto those&#8230; \ud83d\ude0e<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #186, from jshook, 37 chars, Tue Jan  9 00:59:29 1990<br \/>\nThis is a comment to message 183.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 183.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhere did you see me give a lecture?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #187, from hmccracken, 73 chars, Tue Jan  9 07:26:24 1990<br \/>\nThis is a comment to message 186.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAt a computer show at the Hynes, I think, a year or more ago.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #188, from jechard, 746 chars, Tue Jan  9 22:41:50 1990<br \/>\nThis is a comment to message 177.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nScrew.bas creates helixes.  A taper factor of 1 (I think, even though I<br \/>\nwrote it it has been a while &#8211; hey, just look at the source, it&#8217;s BASIC,<br \/>\neven add your own functions) should give you an untapered helix, like<br \/>\nthe body of a screw.  Use the same parameters with a taper factor to<br \/>\ncreate the point of the screw, and glue them together with MODELER 3D.<\/p>\n<p>   HMMMM, to get a woodscrew you may have to create a helix with very deep<br \/>\nthreads, then superimpose a cylinder over it.<\/p>\n<p>  I guess the title is misleading &#8230;.it doessn&#8217;t actually create &#8220;screws&#8221;.<\/p>\n<p>  Even when I wrote it I remember being surprised  at some of the objects<br \/>\nit pumped out with varying parameters.  The best thing is , as always,<br \/>\nto experiment.  Try negative numbers also.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #189, from jechard, 126 chars, Tue Jan  9 22:44:25 1990<br \/>\nThis is a comment to message 178.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nActually, Leo, I want a 90 bend in a tube.  If there&#8217;s a way to create<br \/>\nsuch a thing in Modeler 3D I&#8217;d be a very grateful guy.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #190, from jechard, 275 chars, Tue Jan  9 22:48:50 1990<br \/>\nThis is a comment to message 183.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIf JSHOOK, or any other talented sculpt\/tsilver\/vs3d\/whatever user uploads<br \/>\ntheir work, it would reeellly reelly help us benighted mortals if they<br \/>\ncould attach a short text file describing their thought on the piece and<br \/>\nany special techniques they used in the work.  <\/p>\n<p>T&#8217;anx.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #191, from dquick, 68 chars, Wed Jan 10 01:57:51 1990<br \/>\nThis is a comment to message 180.<br \/>\nThere are additional comments to message 180.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;d certainly upload those for you, *and* install them.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #192, from ewhac, 167 chars, Wed Jan 10 02:52:20 1990<br \/>\nThis is a comment to message 179.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tThe axis comes out wrong; something like dimensions (50,0,0).  When<br \/>\nyou scale it, the object turns to a straight line (since anything times 0<br \/>\nequals 0).<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #193, from ewhac, 138 chars, Wed Jan 10 02:53:53 1990<br \/>\nThis is a comment to message 180.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n> Some of the local BBSs I call don&#8217;t want them [IFF files] since they<br \/>\n> take up a lot of disk space.<\/p>\n<p>\tAnd GIF files don&#8217;t?<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #194, from ewhac, 451 chars, Wed Jan 10 02:58:11 1990<br \/>\nThis is a comment to message 189.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tYou mean you want a sharp right angle in a tube?  Hmmm&#8230;<\/p>\n<p>\tTry selecting all the points on one end of the tube, and REMAPing<br \/>\nthem to a 45-degree angle.  Make a copy of the tube, and flip it around so<br \/>\nthat the copy mates with the original piece.  Merge points and you&#8217;re<br \/>\ndone.<\/p>\n<p>\tYou think you&#8217;ve got it bad.  I had to write a C program to do that<br \/>\nvery operation when I was making my first VideoScape animation (&#8220;The Dream<br \/>\nComes Alive&#8221;).<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #195, from jshook, 76 chars, Wed Jan 10 09:20:17 1990<br \/>\nThis is a comment to message 192.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHmmm&#8230;that has never happened to me.  What format are you<br \/>\nconverting from?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #196, from jechard, 791 chars, Thu Jan 11 01:27:25 1990<br \/>\nThis is a comment to message 194.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSilly me, of COURSE lathe can produce bends&#8230;.my conceptualization was<br \/>\ntoo caught up in the terminology, since you cannot bend tubing on a<br \/>\nreal world lathe&#8230;&#8230;.(how embarrasing!)<\/p>\n<p>    The documentation for REMAP is ludicrous.  &#8220;Just look at these<br \/>\nincredibly bad screen shots and you&#8217;ll figure it out.&#8221;  Lazy me never<br \/>\nlearned how to use REMAP, since it also suggested that the operation would<br \/>\nmake most non-triangular polygons unrenderable.<br \/>\n    It would be a public service, Leo, if you could share some hints on<br \/>\nobscure tricks with modeler with the rest of us (although AMIGA.ART\/TECH-<br \/>\nNIQUES would be a better place for that.)<br \/>\n    I still don&#8217;t know how to attach a detail polygon in M3D, although<br \/>\nI know it can be done.  OTOH, I never have had a use for detail polygons<br \/>\nanyway&#8230;..<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #197, from ewhac, 116 chars, Thu Jan 11 05:12:09 1990<br \/>\nThis is a comment to message 195.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tI&#8217;m converting from VideoScape.  Rick Unland has experienced the<br \/>\nsame problem converting from Sculpt.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #198, from ewhac, 802 chars, Thu Jan 11 05:19:55 1990<br \/>\nThis is a comment to message 196.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tREMAP is weird.  Depending on the arrangement of the object, it&#8217;s<br \/>\npossible to crash the machine with it (divide by zero; I&#8217;ve pointed it out<br \/>\nto Stu).<\/p>\n<p>\tIt&#8217;s basically a shear\/rotate goodie.  You select an axis on which<br \/>\nto operate.  The program then figures out the overall length of the<br \/>\nobject(s) in the active layer(s).  It then applies zero of whatever shear\/<br \/>\nrotation at the &#8216;left&#8217; side (lowest magnitude coordinates on the selected<br \/>\naxis), and applies all of the shear\/rotation at the &#8216;right&#8217; side.<\/p>\n<p>\tThus, if you asked REMAP for a translation of 2 over the length<br \/>\nof the X axis, then the points at the left side wouldn&#8217;t be moved at all,<br \/>\nand the point at the right side would be translated by 2.  Points in the<br \/>\nmiddle get moved a proportional amount.<\/p>\n<p>\tDoes this help (probably not)?<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #199, from jshook, 177 chars, Thu Jan 11 10:32:46 1990<br \/>\nThis is a comment to message 197.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n  I don&#8217;t use VS3D, so I have never trried that conversion.<br \/>\n  Most of my conversions come from Sculpt3D, and I have never<br \/>\nexperienced that problem.  Have you informed Syndesis?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #200, from stevemorein, 82 chars, Thu Jan 11 22:40:53 1990<br \/>\nThis is a comment to message 193.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI would vastly prefer gif over any other non 24bit format<br \/>\nsince gif is universal.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #201, from jechard, 80 chars, Thu Jan 11 23:01:15 1990<br \/>\nThis is a comment to message 198.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nActually, it does help.  How useful is REMAP considering the triangle<br \/>\nproblem?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #202, from ewhac, 177 chars, Fri Jan 12 06:21:50 1990<br \/>\nThis is a comment to message 201.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tPlenty useful.  Once I figured it out, I found all sorts of uses<br \/>\nfor it.  You just have to &#8220;know&#8221; that the manipulation won&#8217;t damage the<br \/>\nplanarity of the polygon.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #203, from switch, 115 chars, Fri Jan 12 09:24:52 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #204 of Sun Jan  7 19:17:08 1990<br \/>\nscrewbas has been checked by dquick.  Thanks, Dave!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #204, from dquick, 111 chars, Fri Jan 12 09:24:52 1990<br \/>\nThis is a comment to message 203.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #206 of Wed Jan 10 02:10:33 1990<br \/>\nMy pleasure.  It works very well.  <\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #205, from jechard, 167 chars, Fri Jan 12 09:24:52 1990<br \/>\nThis is a comment to message 204.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #207 of Thu Jan 11 01:30:42 1990<br \/>\nGlad you like it.  Any other repetitive shape generators you&#8217;d like<br \/>\nwritten?  How about a GEAR.GEN.BAS?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #206, from wablock, 79 chars, Fri Jan 12 09:24:52 1990<br \/>\nThis is a comment to message 205.<br \/>\nThere are additional comments to message 205.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #208 of Thu Jan 11 01:44:55 1990<br \/>\nThat&#8217;d be neat!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #207, from dquick, 561 chars, Fri Jan 12 09:24:52 1990<br \/>\nThis is a comment to message 205.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #211 of Thu Jan 11 22:41:46 1990<br \/>\nGears would be fun.  Something I&#8217;d really like, would be the ability to<br \/>\nextrude along an arbitrarily curved (even spiral) path, with rotation of<br \/>\nthe two dimensional shape being extruded. (I realize this would be a lot of<br \/>\nwork, I&#8217;m just wishing out loud.)  A star generator (like crystal structures,<br \/>\nnot celestial objects) would be neat.  Snow-flake generator.  Spiral tubes.<br \/>\nHow about a three dimensional tesselator? (We could make old M.C. Escher<br \/>\nroll over in his grave&#8230;.and smile.)<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #208, from jechard, 601 chars, Fri Jan 12 09:24:52 1990<br \/>\nThis is a comment to message 207.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #212 of Thu Jan 11 23:06:37 1990<br \/>\nMost of those requests are far beyond me (at least until I throw in the<br \/>\ntowel on being a video producer &#8211; I&#8217;m a good director, but a lousy<br \/>\nsalesman.)(I&#8217;m depressed.)  However, how about &#8220;lathing&#8221; with a Y-offset<br \/>\nand a taper\/shrink factor?  Allows you to build springs, rams&#8217; horns, etc.<\/p>\n<p>   How come us liberal arts majors have to do this stuff?<\/p>\n<p>  Hmmmm, some of your requests don&#8217;t seem practical- how often would you<br \/>\nuse some of those tools?  Better, list objects that are tough to build and<br \/>\nsee if they have some commonalities&#8230;..<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #209, from dquick, 1693 chars, Fri Jan 12 09:24:52 1990<br \/>\nThis is a comment to message 208.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #213 of Fri Jan 12 00:51:20 1990<br \/>\nDon&#8217;t be depressed, you did a fine job on the screwbas program.  I won&#8217;t be<br \/>\ndisappointed in you if you don&#8217;t do these, I don&#8217;t have the time either or<br \/>\nI&#8217;d give it a shot.  I think I could use any of them quite often, especially<br \/>\nthe extrude on a path tool, but like I said, I know that would take a great<br \/>\ndeal of effort.  A little clarification on some of the suggestions is<br \/>\nprobably in order.  By a star generator (really poor name choice) I meant<br \/>\nsomething that would generate crystalline structures.  A simple example<br \/>\nwould be a cube with a four sided pyramid attached to each of the six sides<br \/>\nwith the point of the pyramid pointing out away from the center of the cube.<br \/>\nThis would make a sort of solid &#8216;star&#8217; shape.  Adding more facets to the<br \/>\nunderlying solid and to the &#8216;spines&#8217; of the star would result in more complex<br \/>\nshapes, but they would still be just the same relatively simple solid rotated<br \/>\nat a repeating angle about the center of the object.  I had envisioned the<br \/>\n&#8216;snow-flake&#8217; tool as generating a short fractal tree that would use its<br \/>\nstem as a center point and would be repeated at specified angles around the<br \/>\ncenter.  A 60 degree angle would result in true six pointed snow-flake shapes,<br \/>\nbut any other regular division of 360 degrees could be useful (similar to the<br \/>\nDeluxe Paint &#8216;mirror&#8217; tool).  The spiral tube idea is basically the same as<br \/>\nyour last lathe idea.  One thing I would like to do when I get some of that<br \/>\nmythical &#8216;spare&#8217; time would be to re-code your spiral generator program in<br \/>\nC so it would be a little faster and smaller.  Would you be interested in<br \/>\na copy when (and if) I do this?<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #210, from wablock, 152 chars, Fri Jan 12 09:24:52 1990<br \/>\nThis is a comment to message 209.<br \/>\nThere are additional comments to message 209.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #214 of Fri Jan 12 01:22:38 1990<br \/>\nUnless I&#8217;m mistaken, Turbo Silver *will* extrude along a path while rotating<br \/>\nthe object.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #211, from jimomura, 42 chars, Sat Jan 13 23:20:28 1990<br \/>\nThis is a comment to message 200.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     GIF is no more &#8220;universal&#8221; than IFF.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #212, from bcavanaugh, 306 chars, Sat Jan 13 23:50:37 1990<br \/>\nThis is a comment to message 211.<br \/>\nThere are additional comments to message 211.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nFor those unfortunates who don&#8217;t have Amigas or access to MessyDos IFF readers,<br \/>\nGIF is more universal.  There are GIF readers for virtually every platform,<br \/>\nwhile there are only IFF readers for a few.<\/p>\n<p>Of course, if you want to use dynamic hi-res, I wouldn&#8217;t mind&#8230; <grin><\/p>\n<p>Bill      uunet!tronsbox!bleys<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #213, from switch, 83 chars, Sun Jan 14 01:32:55 1990<br \/>\nThis is a comment to message 211.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nBut there are at least GIF readers for most computers.  Can&#8217;t say the same of<br \/>\nIFF.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #214, from davemackey, 289 chars, Sun Jan 14 01:40:26 1990<br \/>\nThis is a comment to message 213.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 213.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhat a fool I am. I resigned from C****s**** without getting some GIF utilities<br \/>\nfor my brother&#8217;s Amiga. Outside of that money-sucking machine from Columbus,<br \/>\nwhere&#8217;s a good place to get some GIF conversions to and from other Amiga<br \/>\ngraphics file formats?<br \/>\n                               &#8211;D.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #215, from ewhac, 107 chars, Sun Jan 14 01:57:30 1990<br \/>\nThis is a comment to message 213.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 213.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tProbably because the IFF standard isn&#8217;t freely available in machine-<br \/>\nreadable form.  Hmmm&#8230;<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #216, from dquick, 106 chars, Sun Jan 14 02:08:30 1990<br \/>\nThis is a comment to message 214.<br \/>\nThere are additional comments to message 214.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHave you checked amiga\/listings?  I seem to remember there was something<br \/>\nlike that available.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #217, from wablock, 341 chars, Sun Jan 14 02:14:49 1990<br \/>\nThis is a comment to message 214.<br \/>\nThere are additional comments to message 214.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThere&#8217;s a program called HAMGIF that works pretty well to view straight GIF<br \/>\npictures in whatever display mode seems to work best.  It should be in<br \/>\namiga\/listings, and you can also convert GIF to SHAM, which displays the<br \/>\npictures much better.  Need lots of RAM to convert them, and SHAM has its<br \/>\nown problems, but the results are pretty good.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #218, from switch, 53 chars, Sun Jan 14 02:16:55 1990<br \/>\nThis is a comment to message 214.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThere are a number of GIF readers in amiga\/listings.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #219, from davemackey, 277 chars, Sun Jan 14 07:56:30 1990<br \/>\nThis is a comment to message 218.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThanks to all who answered my query. I&#8217;ll drag out the old Amiga modem and<br \/>\nget to work on that right away. I had assumed that GIF utilities were<br \/>\nnative just to C-S (though they developed GIF) but am pleased to find they&#8217;re<br \/>\nmore widespread.<br \/>\n                              &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #220, from jechard, 112 chars, Sun Jan 14 17:15:44 1990<br \/>\nThis is a comment to message 202.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ncould you give some examples of the uses of REMAP , to stir our creativity<br \/>\nand enliven our pedestreaian lives?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #221, from jechard, 377 chars, Sun Jan 14 17:20:59 1990<br \/>\nThis is a comment to message 209.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n(Dave, I was depressed about my salesmanship, not my programming, though<br \/>\nGod knows it&#8217;s nothing to write home about&#8230;..;-)<\/p>\n<p>I&#8217;d surely be interested in a copy if you recode SCREWBAS in C.  I don&#8217;t<br \/>\nuse it that often, so speed is not a real important factor.<\/p>\n<p>re: EXTRUDING ALONG PATH.<br \/>\n     Tsilver already does this, although I&#8217;m not sure rotation is included<br \/>\nin the feature.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #222, from jechard, 128 chars, Sun Jan 14 17:23:04 1990<br \/>\nThis is a comment to message 213.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhen you say &#8220;most computer&#8221;, what do you mean?  Aren&#8217;t there IFF readers<br \/>\nfor clones?  Or are you referring to mini-computers?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #223, from switch, 395 chars, Sun Jan 14 22:03:54 1990<br \/>\nThis is a comment to message 222.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 222.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThere is only one program (outside of DeluxePaint) I know of that reads IFF<br \/>\non MS-DOS machines, and that&#8217;s a conversion program &#8212; Hijaak (a commercial<br \/>\nprogram).<\/p>\n<p>There are PD GIF readers for the Amiga, MS-DOS machines, STs, and Macs &#8211; those<br \/>\nI know for sure.  I don&#8217;t know of any for other machines off hand, but I&#8217;m sure<br \/>\nthey exist (even if they don&#8217;t &#8211; there&#8217;s still a broader base than IFF).<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #224, from wablock, 99 chars, Mon Jan 15 02:19:39 1990<br \/>\nThis is a comment to message 223.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 223.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThere&#8217;s an IFF reader\/viewer for MS-DOS machines in photo\/listings.  Don&#8217;t<br \/>\nknow how well it works.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #225, from stevemorein, 187 chars, Mon Jan 15 21:30:12 1990<br \/>\nThis is a comment to message 224.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nthere are gif programs for x windows (almost all unix graphics workstations)<br \/>\nalso : apple II, c64, and source is easy to get for gif.<br \/>\nits only limitations are speed and number of colors.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #226, from jimomura, 525 chars, Tue Jan 16 15:03:19 1990<br \/>\nThis is a comment to message 215.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 215.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Well, first, I don&#8217;t think there&#8217;s a major computer that doesn&#8217;t<br \/>\nhave a way of using IFF pictures.  Is there?  Second, the lower end<br \/>\ncomputers like the Commodore 64s don&#8217;t really benefit that much from<br \/>\nsupport of the really big formats anyway.  They don&#8217;t display the advanced<br \/>\npictures well enough to justify downloading huge files.  Better just<br \/>\nto have somebody convert them.<\/p>\n<p>     As for IFF in machine readable form, I&#8217;ve been asking people to<br \/>\nupload it for some time now.  Up to CATS to decided as far as I can<br \/>\nsee.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #227, from jimomura, 168 chars, Tue Jan 16 15:06:50 1990<br \/>\nThis is a comment to message 215.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     And also, I can use IFF in publishing programs that don&#8217;t accept GIF<br \/>\nso all in all, I&#8217;d say its more of a toss-up than the &#8220;GIF is the standard&#8221;<br \/>\ncomment suggests.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #228, from jimomura, 90 chars, Tue Jan 16 15:07:52 1990<br \/>\nThis is a comment to message 222.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     No GIF support on Sun work stations as far as I know either now<br \/>\nthat you mention it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #229, from stevemorein, 100 chars, Tue Jan 16 19:17:50 1990<br \/>\nThis is a comment to message 227.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nwhat publishing programs?<br \/>\ni can convert gif to tiff for publishing programs.<br \/>\ni cant do that for iff<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #230, from stevemorein, 26 chars, Tue Jan 16 19:19:20 1990<br \/>\nThis is a comment to message 228.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ngif is available on suns.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #231, from jimomura, 195 chars, Wed Jan 17 00:22:10 1990<br \/>\nThis is a comment to message 229.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 229.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Page Stream on the Atari ST uses IFF files directly.  It uses Amiga<br \/>\nHAM files directly as well.  Page Stream is also available on the Amiga.<br \/>\nI think HiJack can convert IFF to TIFF can&#8217;t it?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #232, from switch, 587 chars, Wed Jan 17 00:22:37 1990<br \/>\nThis is a comment to message 229.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ve never seen a DTP program outside of those made for the Amiga which can<br \/>\nread IFF.  Then again, Jim uses an ST, and maybe there are some of the ST<br \/>\nwhich do &#8211; I wouldn&#8217;t know.<\/p>\n<p>Again &#8211; there are a number of conversion utilities for each computer, and<br \/>\nHijaak is the most fully featured I&#8217;ve seen so far (converts from everything<br \/>\nto everything, it seems), but on the shareware\/PD level there are GIF<br \/>\nreaders\/converters for every machine &#8211; that makes it universal (even if there<br \/>\nisn&#8217;t a GIF conversion program, I can&#8217;t think of a computer than wouldn&#8217;t<br \/>\nhave a &#8216;screen snapshot&#8217; utility).<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #233, from jimomura, 58 chars, Wed Jan 17 00:23:13 1990<br \/>\nThis is a comment to message 230.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Not surprising.  I just didn&#8217;t hear about it before.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #234, from switch, 266 chars, Wed Jan 17 00:24:32 1990<br \/>\nThis is a comment to message 231.<br \/>\nThere are additional comments to message 231.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSure, Hijaak converts to and from compressed and uncompressed TIFF.<\/p>\n<p>So far, I&#8217;ve used Hijaak to convert to and from: IFF, GIF, TIFF compressed,<br \/>\nTIFF uncompressed, MacPaint with and without header, and NeoChrome.  But there<br \/>\nare plenty of options I haven&#8217;t used yet.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #235, from switch, 144 chars, Wed Jan 17 00:25:27 1990<br \/>\nThis is a comment to message 231.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe ST&#8217;s PageStream reads IFF?  Hmn &#8211; was PageStream developed first on the ST<br \/>\nor on the Amiga?<\/p>\n<p>Oh yeah &#8211; DPaint for any machines reads IFF&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #236, from jimomura, 643 chars, Wed Jan 17 01:28:07 1990<br \/>\nThis is a comment to message 235.<br \/>\nThere are additional comments to message 235.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Page Stream started on the Atari ST as the famous\/infamous &#8220;Publishing<br \/>\nPartner&#8221; and &#8220;Publishing Partner Professional&#8221; series of programs.  At one<br \/>\npoint early on, they actually had a fairly *good* reputation, then blew<br \/>\nthat down the tubes with &#8220;bigger &#038; better&#8221; versions that didn&#8217;t work.<br \/>\nThe latest version seems to work again, but the manual is just a bit better<br \/>\nthan waste paper.  If they take the time to improve the manual and do<br \/>\nany debugging they might still need and not try to add any new features<br \/>\nfor a while, they may just recoupe enough of their reputation, but small<br \/>\ncompanies like this can get caught up in &#8220;feature frenzy.&#8221;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #237, from jstivaletta, 105 chars, Thu Jan 18 20:48:06 1990<br \/>\nThis is a comment to message 235.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI haven&#8217;t had much luck getting my MSDOS version of DPaint to load Amiga IFF<br \/>\nfiles and versa visa.<\/p>\n<p>\tJoe<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #238, from switch, 505 chars, Fri Jan 19 10:13:59 1990<br \/>\nThis is a comment to message 237.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nDepends on the card you have, and what resolution your Amiga pictures are.<br \/>\n640&#215;400 will load in 640&#215;350 or 640&#215;480, with the obvious problem of having<br \/>\na<br \/>\npartial or squashed picture.  320&#215;200 is best suited for MCGA.  320&#215;400 you<br \/>\ncan just forget, and 640&#215;200 is limited to CGA.  (This list is from memory,<br \/>\nso it may be a bit off.)  The only problem is for certain modes with certain<br \/>\ncolors, and the Amiga having too many colors&#8230;<\/p>\n<p>Otherwise, I load MS-DOS DPaint pictures into my Amiga with no problems.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #239, from jechard, 163 chars, Sun Jan 21 15:40:57 1990<br \/>\nThis is a comment to message 232.<br \/>\nThere are additional comments to message 232.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI don&#8217;t believe most businesses like to operate on the &#8220;shareware\/PD&#8221; level,<br \/>\nand since HiJaak and PICTURE THIS! (msdos &#038; mac) both handle IFF, what&#8217;s<br \/>\nthe problem?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #240, from ewhac, 178 chars, Mon Jan 22 03:54:31 1990<br \/>\nThis is a comment to message 226.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tThe IFF standard is available from Commodore for $20.  (Which isn&#8217;t<br \/>\nthe best way to proliferate it, if you ask me.  But then again, the RenderMan<br \/>\ndoc costs $15&#8230;)<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #241, from ewhac, 117 chars, Mon Jan 22 03:56:44 1990<br \/>\nThis is a comment to message 232.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tHow big is the HiJaak executable?  Are we talking monster program,<br \/>\nor are we talking perfect elegance?<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #242, from jimomura, 338 chars, Tue Jan 23 00:41:15 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Long term, not serious, head blowing projects<br \/>\n     I tend to have these in the back of my mind throughout my life.<br \/>\nOne of my current faves is a program to make a waving flag.  The main<br \/>\ncomponents are a flexible &#8220;cloth&#8221; model and proper aerodynamics.<br \/>\nI don&#8217;t know why I&#8217;m bothering to mention it.  It&#8217;s just an interesting<br \/>\nproblem.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #243, from jmallard, 1289 chars, Wed Jan 24 01:23:52 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: waving flag<br \/>\nI am working with Cubicomp\/PictureMal<br \/>\n\u001bPictureMaker software and there are 2 ways to make a flag wave with that<br \/>\nsoftware. One is to use their Wave program which has the disadvantages<br \/>\nof being kind of hard to control, while the other alternative is to do<br \/>\na metamorphosis between 2 flags at opposite &#8220;flaps&#8221; and intepolating<br \/>\nbetween them. I have seen more interesting flag animations at Siggraph<br \/>\n&#8217;87, I think they were done at University of Ohio, and looked real nice.<br \/>\nI would like to know more about how those animations were done, but they<br \/>\nwere &#8220;pushing the edge of the envelope&#8221; in &#8217;87, and I haven&#8217;t been to<br \/>\nSiggraph since then. There were several othe animations that were done<br \/>\nby the same group that were very different in nature from the standard<br \/>\ncomputer animations that we are used to seeing on television, where curtains<br \/>\nwere basically given specific gravities and other characteristics such as<br \/>\nelasticity, flexibility and weight and when moved the algorithms simply<br \/>\ncalcualted how they would react under those circumstances. These kinds<br \/>\nof animations seem to still be in the experimental stages, as the way<br \/>\nmost commercial animation programs I have seen seem to still be rooted<br \/>\nin the artist placing keyframes with the computer interpolating the<br \/>\n&#8216;tweens.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #244, from ewhac, 74 chars, Wed Jan 24 02:13:34 1990<br \/>\nThis is a comment to message 242.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 242.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tI think it&#8217;s been done.  Check some back issues of SIGGRAPH<br \/>\nproceedings.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #245, from jimomura, 385 chars, Wed Jan 24 20:39:44 1990<br \/>\nThis is a comment to message 243.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     The &#8220;Picture Maker&#8221; sounds interesting.  Sounds like they<br \/>\nhave it done the &#8220;right way&#8221;.  At least in general approach.<br \/>\nTweening between set &#8220;flap&#8221; points is good enough, but it leaves<br \/>\nopen the question of how you determine the proper shape of a flag<br \/>\nat specific terminal points.  No real help if you want to start<br \/>\nfrom a parametric viewpoint, but fine from a practical viewpoint.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #246, from jimomura, 350 chars, Wed Jan 24 20:44:03 1990<br \/>\nThis is a comment to message 244.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I&#8217;ll try to get around to it.  As far back as 5 years ago<br \/>\nI&#8217;m pretty sure nobody had really done it.  I&#8217;ve never seen<br \/>\na *good* flag wave done in a computer video yet, so I&#8217;ve assumed<br \/>\nthat there hadn&#8217;t been much progress.  Sounds like I was wrong.<br \/>\nThis is actually very exciting to hear.  I&#8217;ve played with the<br \/>\nidea in my mind for years actually.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #247, from jmallard, 906 chars, Thu Jan 25 00:49:43 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: flags<br \/>\nThere has been some pretty amazing stuff done on the high end, particularly<br \/>\nat University of Ohio. The PictureMaker wave  program will work, but you have<br \/>\nto experiment with it a good bit. Basically the way it works is you specify<br \/>\na point on the x axis from which the wave will propogate, and a few other<br \/>\nparameters and the wave starts small and gets larger the farther it gets<br \/>\nfrom the point of propogation. The wave tends to get really big not very<br \/>\nfar along the x axis. Another problem with it is it waves everything in the<br \/>\nanimation &#8216;world&#8217; not just the thing you want to wave, so the wave must be<br \/>\nrendered to disk, then laid into the animation as a separate layer unless<br \/>\nthe waved object in the only thing in the animation.<br \/>\nI am under the impression that the Vertigo, and Mirage and some of the other<br \/>\nhigher end commercial animation systems can handle a wave type animation<br \/>\nmore easily.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #249, from jimomura, 176 chars, Fri Jan 26 00:13:52 1990<br \/>\nThis is a comment to message 248.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Neither of those sound &#8220;true&#8221;.  They are simplified and rely<br \/>\non the artist&#8217;s best guess as to what the air flow characteristics<br \/>\nreally are.  Still, it&#8217;s a starting point.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #250, from wablock, 356 chars, Fri Jan 26 00:26:37 1990<br \/>\nThis is a comment to message 249.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWouldn&#8217;t a flag simulation have to do eddy currents and such?  And&#8211;last I<br \/>\nheard&#8211;eddies were still an uncharted area.  And other stuff like laminar<br \/>\nflow.  Yech.  I&#8217;d rather just wrap a picture onto a wave from Terrain and<br \/>\nanimate it with Silver (incidentally, Impulse included an Amiga flag done in<br \/>\njust this manner with one of the TSilver update disks).<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #251, from jimomura, 220 chars, Fri Jan 26 00:50:37 1990<br \/>\nThis is a comment to message 250.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Yup.  That&#8217;s what I&#8217;m getting at.  It&#8217;s why I didn&#8217;t expect it<br \/>\nto have been done yet.  It&#8217;s a smaller scale problem of the same<br \/>\ntype faced by weather simulations.  Lots of room for circular inter-<br \/>\nactions and such.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #252, from wablock, 244 chars, Fri Jan 26 02:45:43 1990<br \/>\nThis is a comment to message 251.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 251.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHow about an empirical approach?  Take a flag, mark a regular grid on it, put<br \/>\nit in a wind tunnel, and digitize the results (perhaps by hand).  You&#8217;d have<br \/>\nto work to get the XYZ coordinates of each point, but you&#8217;d have very realistic<br \/>\nresults.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #253, from jimomura, 507 chars, Fri Jan 26 22:49:10 1990<br \/>\nThis is a comment to message 252.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Yeah, but then you&#8217;re stuck with having the same flag wave every<br \/>\ntime.  Can&#8217;t change the size or material characteristics or air flow<br \/>\ncharacteristics.  No true randomness either.  Recall that air flows<br \/>\nin 3 dimensions.  You can have it lifting the flag sometimes which<br \/>\non very large flags can be interesting.  Sometimes a flag will cork-<br \/>\nscrew.  In a strong gust a flag will stand almost straight out and<br \/>\nsort of rattle.  Then there&#8217;s local airflow interaction from<br \/>\nstructures and other possibilities.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #254, from ewhac, 100 chars, Sat Jan 27 02:51:58 1990<br \/>\nThis is a comment to message 247.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tPixar did some proof-of-concept stuff in a very brief piece called<br \/>\n&#8220;Flags and Waves.&#8221;<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #255, from switch, 196 chars, Fri Feb  2 09:54:04 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: C-Light for $24.95<br \/>\nIf you&#8217;ve got an Amiga and you want to experiment with ray-tracing (but don&#8217;t<br \/>\nwant to shell out the $$$ for Sculpt or Silver) check out<br \/>\namiga.special\/press.releases #5.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #256, from jatanasoff, 815 chars, Mon Feb  5 21:37:44 1990<br \/>\nThis is a comment to message 255.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ncontinous scroll<br \/>\nI&#8217;m not sure but I don&#8217;t believe this problem is on my end. at least 5 times<br \/>\nwhile trying to work my way thru the animation conf. to kinda checkit out,<br \/>\nthe scroll went out of control! Messages cascading endlessly thru the top of<br \/>\nmy monitor, and nothing to fix it. I think it is a t that end because the<br \/>\nread: prompt, instead of having the broken double line underneath it like<br \/>\nit normally does, looked instead like this- Read:=======================<br \/>\neveryone that passed by looked like that and I couldnt fix, with <CR>,<br \/>\n ^C, -^X, anything. I finnally sent a &#8216;break&#8217;, and that snapped it. I&#8217;ve<br \/>\nonly run into this a timeortwo on bix, but never this bad, or so often in<br \/>\nsuch a short space. so I just jumped to last ot leave anote. If not the<br \/>\nsystem, message me on E-Mail, Okay? Thanks.  &#8211;Jim&#8211;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #257, from switch, 205 chars, Mon Feb  5 23:57:38 1990<br \/>\nThis is a comment to message 256.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n(Odd comment.  Anyway &#8211;)  Your problem is that your terminal is sending<br \/>\ncarriage returns.  Either you&#8217;d previously hit the enter key too often, or<br \/>\nyour modem&#8217;s going bonkers.  Both have happened to me&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #258, from bfais, 372 chars, Sat Feb 17 20:40:18 1990<br \/>\nThis is a comment to message 242.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n1) hi &#8211; new to bix, conferencing and computer animation<br \/>\n2) don&#8217;t know the program source but when ARDENT came to town to show off<br \/>\ntheir TITAN supermini (before the merged with Stellar to form STARDENT)<br \/>\nthey used a realtime _flag in the wind_ simulation in which they could vary<br \/>\nthe wind speed from CALM to GALE so that you could tell it was responding to<br \/>\nsome flow model.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #259, from switch, 23 chars, Sat Feb 17 21:00:16 1990<br \/>\nThis is a comment to message 258.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWelcome to BIX, Brian!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #260, from jimomura, 394 chars, Sat Feb 24 09:20:42 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: &#8216;flilib.arc&#8217; and &#8216;tigercat.arc&#8217; available<br \/>\n     Not having a VGA capable computer I checked that these<br \/>\nfiles were valid ARC files and trust that they are in working<br \/>\norder.  Jim Kent&#8217;s files generally are, so I have good reason<br \/>\nto believe this to be the case.  &#8216;flilib.arc&#8217; is mainly C sources<br \/>\nfor tying into Autodesk Animator and &#8216;tigercat.arc&#8217; is a demo<br \/>\ndata file for Autodesk Animator.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #261, from jstivaletta, 209 chars, Sat Feb 24 17:22:34 1990<br \/>\nThis is a comment to message 260.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI saw the Autodesk Clown demo and Catwalk demo and was not very impressed.<br \/>\nI would hope they are not the best examples of Autodesk Animator.  They<br \/>\ncreate no desire in me to purchase the product.  TINAR.<\/p>\n<p>\tJoe<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #262, from switch, 197 chars, Sun Feb 25 00:03:42 1990<br \/>\nThis is a comment to message 261.<br \/>\nThere are additional comments to message 261.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhat was the problem with the animation exactly?  One of my coworkers did<br \/>\nan animation with Autodesk Animator which was structurally sound, but when<br \/>\nAdesk Animator flipped pages, it was too jerky.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #263, from jstivaletta, 209 chars, Sun Feb 25 16:57:29 1990<br \/>\nThis is a comment to message 261.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nthe cat is just a brown line drawing of a cat walking forward &#8211; very simple.<br \/>\nThe clown is a raytraced clowns&#8217;s head spinning around on its center axis &#8211;<br \/>\nalso very simple.  Have you seen either of these demos?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #264, from mcsherrysp, 418 chars, Sun Feb 25 22:08:40 1990<br \/>\nThis is a comment to message 251.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI have also seen wave simulations at Siggraph (I also have a Cubicomp<br \/>\nPictureMaker) that are very impressive, that I am sure are calculating<br \/>\ndynamic flow. It is possible to have a very accurate model, and I don&#8217;t<br \/>\nthink you would be able to discern that the flag was not a flag, except<br \/>\nperhaps for the rendering quality. Fluid dynamics, air flow, cloth, have<br \/>\neach been simulation with mathematical models quite well.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #265, from ewhac, 203 chars, Mon Feb 26 04:45:02 1990<br \/>\nThis is a comment to message 264.<br \/>\nThere are additional comments to message 264.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tCould you give a brief decription of PictureMaker?  I saw a really<br \/>\nprimitive version of it years ago, but I imagine it&#8217;s improved substantially.<br \/>\nCould you comment on speed and ease of use?<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #266, from jimomura, 57 chars, Mon Feb 26 10:41:14 1990<br \/>\nThis is a comment to message 264.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Aside from the Cubicomp, what are you working with?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #267, from jimomura, 134 chars, Mon Feb 26 10:43:07 1990<br \/>\nThis is a comment to message 263.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I haven&#8217;t had a chance to yet.  Later this week I&#8217;m going to<br \/>\ntrundle down to a local computer store with the demos and run them.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #268, from hmccracken, 271 chars, Sat Mar  3 22:52:11 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Ray tracing on the Mac II<br \/>\nDoes anybody out there happen to know if there are presently any ray-tracing<br \/>\nanimation programs available for the Macintosh II?  I know of some still-<br \/>\npicture raytracers, but am unaware if there are any that also animate.<br \/>\n  Thanks, Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #269, from jshook, 199 chars, Sun Mar  4 16:58:55 1990<br \/>\nThis is a comment to message 268.<br \/>\nThere are additional comments to message 268.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI don&#8217;t have a Mac II (or a I, for that matter) so I don&#8217;t follow<br \/>\nthat field very closely.  The only program that I am aware of is<br \/>\nSculpt 3D, but as you know the Mac version doesn&#8217;t do animation&#8230;.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #270, from ewhac, 142 chars, Sun Mar  4 19:20:17 1990<br \/>\nThis is a comment to message 268.<br \/>\nThere are additional comments to message 268.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tI don&#8217;t know if it animates, bit I&#8217;d be surprised if Swivel-3D didn&#8217;t.<\/p>\n<p>\tThere should also be Sculpt-4D, which is a mere $2000.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #271, from hmccracken, 220 chars, Sun Mar  4 19:22:41 1990<br \/>\nThis is a comment to message 268.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 268.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ve seen Swivel-3D, and it does animate, but I was under the impression that<br \/>\nit wasn&#8217;t a true ray-tracer.  At least the renderings I&#8217;ve seen from it haven&#8217;t<br \/>\nequalled the best Amiga stuff in terms of realism.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #272, from ewhac, 154 chars, Sun Mar  4 19:27:23 1990<br \/>\nThis is a comment to message 271.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tUnless you want refraction or reflection, you don&#8217;t really need true<br \/>\nraytracing.  &#8220;Traditional&#8221; renderers will do a pretty respectable job.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #273, from jmallard, 380 chars, Sun Mar  4 20:09:01 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: ray tracing on the mac<br \/>\nThere is a program called Strata 3d for the Mac put out by some outfit in<br \/>\nUtah, that does very nice raytraced images on the Mac and they are currently<br \/>\nworking on a motion control program. I&#8217;m not sure it&#8217;s Strata 3d but it is<br \/>\nStrata something. I will get better info. We have it at work and the raytrac<br \/>\ning is very nice. Requires 5 to 8 meg of ram.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #274, from bsoron, 248 chars, Sun Mar  4 22:00:50 1990<br \/>\nThis is a comment to message 268.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p>  Harry, you may want to take a look at mac.products\/feb.90, which has<br \/>\ndiscussed animation on the Mac in more detail than I wanted to see.  If<br \/>\nyou don&#8217;t get an answer from the existing postings, someone there should<br \/>\nbe able to let you know.<\/p>\n<p>Bob<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #275, from gdevine, 242 chars, Tue Mar 20 21:27:25 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Renderman<br \/>\nHow much does anyone know about the proposed Renderman rendering standard that<br \/>\npixar is pushing.  I&#8217;ve just come back from the NCGA show in Anaheim and it<br \/>\nlooks really good.  Are there any papers or articles on it anywhere?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #276, from ewhac, 280 chars, Wed Mar 21 03:29:41 1990<br \/>\nThis is a comment to message 275.<br \/>\nThere are additional comments to message 275.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tFrom what I&#8217;ve heard (SPAM alert!), there are a lot of heavy-duty<br \/>\nrequired features for minimal compliance, such as some bizarre form of<br \/>\nbicubic surface specification.  Creating a RenderMan-compliant renderer<br \/>\nwill not be a walk in the park for anyone, except Pixar.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #277, from beinarsson, 331 chars, Wed Mar 21 10:25:57 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #398 of Wed Mar 21 05:27:40 1990<br \/>\nTITLE: Moving image on image.<br \/>\nHello experts!<br \/>\nI&#8217;m new in this conference and I&#8217;m dealing with animation.<br \/>\nWhat I want to do is moving image on other image (see Larry) in<br \/>\nsmooth way. I have &#8216;386 20Mhz and ATI Vga 16 bits.<br \/>\nAll the best<br \/>\n    Bjarni Einarsson from Iceland.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #278, from switch, 263 chars, Wed Mar 21 10:27:28 1990<br \/>\nThis is a comment to message 277.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWelcome to the conference, Bjarni!<\/p>\n<p>The only IBM animation program I know of is Autodesk Animator, and I have to<br \/>\nsay I&#8217;m not terribly impressed by the &#8220;smoothness&#8221; of its movement &#8212; and it<br \/>\nwas running on an ATI VGA Wonder-equipped 20 MHz 80386&#8230;<\/p>\n<p>Anybody else?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #279, from gdevine, 278 chars, Wed Mar 21 12:40:51 1990<br \/>\nThis is a comment to message 278.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 278.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI use the AutoDesk Animator all the time.  I now use it in preference to Dpaint<br \/>\nIII on the Amiga.  The other artists (here at Virgin-Mastertronic) are also<br \/>\nchanging over to autodesk because of it&#8217;s power.  The only feature we don&#8217;t<br \/>\nlike is the circle, which appears squashed.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #280, from grekel, 584 chars, Thu Mar 22 00:06:36 1990<br \/>\nThis is a comment to message 275.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 275.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nGraeme;<\/p>\n<p>I saw a notice in &#8216;microbytes&#8217; that said Renderman would be<br \/>\navailable shortly for the Mac.<br \/>\nI moderate a conference dealing with the Cubicomp Picturemaker<br \/>\nanimation system, and a company<br \/>\ncalled PM Source has announced they are developing Renderman for us.<br \/>\nFrom what he&#8217;s told us, it&#8217;s a pretty flexible system. We had a CBIX<br \/>\nsession with Jim Newton of PM Source this past weekend: check<br \/>\nCBIX0317.TXT or .ZIP in cubicomp\/listings. You might also<br \/>\nbe able to reach him here via BIXmail to &#8216;cubicomp1&#8217;.<\/p>\n<p>But if you have general questions, I&#8217;ll do my best to answer&#8230;<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #281, from switch, 301 chars, Thu Mar 22 00:17:12 1990<br \/>\nThis is a comment to message 279.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 279.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThis is interesting.  What advantages does Autodesk Animator have over<br \/>\nDPaint III?  Bear in mind that I&#8217;ve used DPaint III intensely for the last<br \/>\nweek or two (animationwise; I&#8217;ve used it for drawing for much longer), and<br \/>\nonly _seen_ the results of Autodesk Animator; how is the interface different?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #282, from grekel, 200 chars, Thu Mar 22 00:31:10 1990<br \/>\nThis is a comment to message 275.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n> papers or articles on RenderMan&#8230;<br \/>\nThat CBIX transcript contains a reference to a book about<br \/>\nRenderMan. You could also probably find a paper or eight presented<br \/>\nat SIGGRAPH the last couple of years.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #283, from ewhac, 73 chars, Thu Mar 22 01:17:01 1990<br \/>\nThis is a comment to message 279.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tIn what ways does Animator outstrip Dpaint-3 on the Amiga?<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #284, from jimomura, 1059 chars, Thu Mar 22 08:54:47 1990<br \/>\nThis is a comment to message 278.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 278.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I finally got to see the Animator FLI demo file we have running<br \/>\non a 386 machine.  First, I think the speed is fine for general work.<br \/>\nPart of the &#8220;smoothness&#8221; issue isn&#8217;t frame rate so much as subject<br \/>\nmatter.  There were some fairly thin, bright stripes moving across<br \/>\ntheir widths and that&#8217;s always a situation that accentuates the limits<br \/>\nof the framerate.  Also, though I haven&#8217;t tried Autodesk Animator,<br \/>\nfrom my experience with CyberPaint, I&#8217;d expect that the frame rate<br \/>\nis adjustable globally and might not be at the fastest possible<br \/>\nsetting.  But ultimately, frame rate is a compromise with how much<br \/>\nwork you want to put into an animation piece.<\/p>\n<p>     As for Deluxe Paint v. Autodesk Animator, we&#8217;ve discussed this<br \/>\nin the Amiga conferences before and I expect the preference is the<br \/>\nuser interface rather than any one ability of the program.  As I said,<br \/>\nhaving used other paint programs, I found CyberPaint the most natural<br \/>\nand best organized for productivity.  People like me simply find that<br \/>\nwe produce more work faster with it than other programs.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #285, from switch, 173 chars, Thu Mar 22 11:14:35 1990<br \/>\nThis is a comment to message 284.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhen I said smoothness, I was referring to exactly that &#8211; the fact that the<br \/>\ntime lapse between frame a and frame b was a bit different from that<br \/>\nbetwen frame b and frame c.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #286, from gdevine, 329 chars, Thu Mar 22 12:23:06 1990<br \/>\nThis is a comment to message 280.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nGreg, I saw RenderMan on the Mac yesterday.  Although it still is unfinished it<br \/>\nrendered at quite a nice pace (on a Mac IIfx).  I also found out that<br \/>\naddison wesley publishes a book called &#8220;The programmers guide to RenderMan&#8221;<br \/>\nwhich looks quite useful.<\/p>\n<p>thanks for the info on CubiComp.  What sort of animation do you do?<\/p>\n<p>Graeme<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #287, from gdevine, 518 chars, Thu Mar 22 12:31:44 1990<br \/>\nThis is a comment to message 281.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSwitch,<\/p>\n<p>after using Autodesk for a week or two you will not have even scratched the<br \/>\nsurface of it&#8217;s power.  Dpaint III is a better animator if you are<br \/>\nanimating simple objects.  The Autodesk Animator can handle more types of<br \/>\nanimation.  The difference in interface is the main problem with the<br \/>\nprogram as Autodesk has gone for a keyboard\/quantel wanna-be interface<br \/>\nrather than the more intuitive interface of Dpaint III.  After working<br \/>\nwith both though, learning the first few hard steps with aa is worth it.<\/p>\n<p>graeme<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #289, from jimomura, 381 chars, Thu Mar 22 13:06:22 1990<br \/>\nThis is a comment to message 285.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Actually, that might also be variable in Autodesk Animator, but<br \/>\nI&#8217;m not sure.  Maybe Jim Kent will clarify this if he drops in.<br \/>\nI remember asking for frame by frame duration setting for CyberPaint,<br \/>\nbut it wasn&#8217;t that important to me.  With the frame delta storage<br \/>\ntechnique it was easy enough just to &#8220;copy&#8221; a frame, which is still<br \/>\nwasteful, but easier to monkey around with.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #290, from jimomura, 1033 chars, Thu Mar 22 13:17:45 1990<br \/>\nThis is a comment to message 287.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 287.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Now *that* is an interesting response.  I found CyberPaint a much<br \/>\nmore intuitive organization, and as I mentioned, much more &#8220;productive&#8221;<br \/>\nbecause it did the right things quickly and unobtrusively.  I&#8217;d really<br \/>\nlike to try Autodesk Animator just to see if it&#8217;s different in some<br \/>\nsubtle way.  Thinking about it, I can understand CyberPaint being a<br \/>\nbit heavy looking at first glance.  When I first used the program,<br \/>\nas &#8220;Flicker&#8221; (the real original version), it wasn&#8217;t anywhere near as<br \/>\npowerful, and having less capability, the menus were smaller and thus<br \/>\nclearer.  And I did mention to Jim near the end of the development<br \/>\ncycle that I was starting to find that the menus were getting cluttered.<br \/>\nBut by that time it was getting *really* powerful with spins and<br \/>\nshrinking and traversing pixel edging controls and such.  So that<br \/>\nwas probably the problem.  One had to chose between the ultra sparse<br \/>\nclear user interface of &#8220;Flicker&#8221; or the somewhat bulkier, but<br \/>\npowerful &#8220;CyberPaint&#8221;.  Truth is, it&#8217;s hard to sell a bare bones<br \/>\nprogram.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #291, from grekel, 547 chars, Thu Mar 22 23:39:01 1990<br \/>\nThis is a comment to message 286.<br \/>\nThere are additional comments to message 286.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nGraeme;<br \/>\nThe book you mentioned is the only one I know of. I&#8217;m trying to get it<br \/>\nthru inter-library loan to see how technical it is before I drop<br \/>\nthe bucks.<\/p>\n<p>I&#8217;m production manager at Grekel Productions, a video post-production<br \/>\nhouse in Oklahoma City. We have a Cubicomp system that we use for<br \/>\nbroadcast commercials, industrial presentations, backgrounds,<br \/>\ntouchups, etc.  Our full-time artist\/animator is Bob Thagard,<br \/>\nbut I dabble in it as well.  What about you?<\/p>\n<p>BTW, I&#8217;m adding a &#8220;renderman&#8221; topic to the cubicomp conference. Drop by!<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #292, from wablock, 66 chars, Fri Mar 23 01:07:58 1990<br \/>\nThis is a comment to message 286.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nRenderMan on the Mac II, huh?  From who?<br \/>\n(And what&#8217;s a Mac IIfx?)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #293, from switch, 188 chars, Fri Mar 23 01:51:17 1990<br \/>\nThis is a comment to message 287.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOTOH, I&#8217;ve been playing with DPaint III for about a week, and I&#8217;ve barely<br \/>\nscratched the surface.<\/p>\n<p>I guess the best test is to play with it.  Unfortunately, my IBM machine<br \/>\nis monochrome&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #294, from random.a, 182 chars, Fri Mar 23 02:51:48 1990<br \/>\nThis is a comment to message 292.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 292.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nA MacIIfx is a MacII that goes wooooosh..   ;]<br \/>\n40mhz 68030 cpu..  It was just announced Monday.  (Look in microbytes\/items and<br \/>\nmicrobytes\/features #249 if you want more information)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #295, from wablock, 89 chars, Fri Mar 23 03:17:06 1990<br \/>\nThis is a comment to message 294.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSounds expensive!  I didn&#8217;t know that 40MHz 68030s were in production<br \/>\nquantities yet&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #296, from gdevine, 282 chars, Fri Mar 23 12:57:08 1990<br \/>\nThis is a comment to message 292.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe mac IIfx is a 40mhz 68030 mac with a 40mhz 68881 co-processor.<br \/>\nIt&#8217;s the first complete re-design of the Mac since the Mac II.  It&#8217;s<br \/>\na very exciting machine.  <\/p>\n<p>Mac Renderman was released at the NCGA just this week.  I&#8217;ll post more info<br \/>\nwhen I hunt down the stuff I picked up.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #297, from gdevine, 253 chars, Fri Mar 23 13:00:17 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: AutoDesk Animator<br \/>\nDoes anyone know if an upgrade is coming out for the AutoDesk Animator?<br \/>\nOur wish list is more VGA modes (we hear AIM has a 384&#215;240 version for<br \/>\ntheir CDI stuff) and better frame speed!<\/p>\n<p>Anyone else want to add to the wish list?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #298, from jimomura, 210 chars, Fri Mar 23 14:48:35 1990<br \/>\nThis is a comment to message 297.<br \/>\nThere are additional comments to message 297.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     You can ask Jim Kent, but I expect you won&#8217;t see any changes to<br \/>\nAutoDesk Animator for a very long time now.  Could you check and see<br \/>\nwhat the fastest frame rate is?  It&#8217;s probably in the manual somewhere.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #299, from hmccracken, 311 chars, Fri Mar 23 18:37:31 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Speaking of animation packages for the Amiga&#8230;<br \/>\nAny word on when Disney&#8217;s The Animation Studio will be on the shelves, Leo?  And<br \/>\nwhat the price will be?  I&#8217;m also interested in knowing if the rumor I&#8217;ve heard<br \/>\nthat the package will come with some sort of Disney clip-art or examples is<br \/>\ntrue.<br \/>\n   &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #300, from ewhac, 257 chars, Sat Mar 24 19:05:06 1990<br \/>\nThis is a comment to message 299.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\t&#8220;Disney Presents: The Animation Studio&#8221; will be out in April, cost $179,<br \/>\nand will indeed have actual Disney animations on disk, digitized from Disney&#8217;s<br \/>\nmorgue.  It will also have a large library of sound effects, licensed from<br \/>\nHannah Barbera.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #301, from hmccracken, 49 chars, Sun Mar 25 00:22:54 1990<br \/>\nThis is a comment to message 300.<br \/>\nThere are additional comments to message 300.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThanks!<br \/>\n  &#8212; Harry (eagerly awaitng its release)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #310, from jbarter, 783 chars, Tue Mar 27 09:55:35 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: RENDERMAN conference<br \/>\n  If anyone knows anything about, or would like to find out about<br \/>\nRENDERMAN there is a new conference in the Cubicomp area just for it.<br \/>\nRenderman is PIXARS standard description language for rendering<br \/>\n3D databases.  They are trying to develop a 3D equivilant to PostScript<br \/>\nand seem to be doing a good job.   PMSource (the current developers<br \/>\nof Cubicomp PictureMaker broadcast video animation software) are<br \/>\ndeveloping an interface for Renderman from Cubicomp.  Many other<br \/>\nsoftware developers on all types of platforms are also working to interface<br \/>\nwith the Renderman standard.  Basically once you know the Renderman<br \/>\nsystem you will be able to use your skills with any rendering package that<br \/>\nsupports it.  Yes it will work 2D as well.  Come and join us.<br \/>\nKIP<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #312, from hmccracken, 156 chars, Tue Mar 27 21:50:13 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: In a rare instance of topic policing here in &#8216;animation,&#8217; I have<br \/>\nmoved the discussion of cartoon sound effects over to &#8216;inkwell.&#8217;<br \/>\n  &#8212; Officer Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #313, from jmallard, 187 chars, Sun Apr  8 01:21:09 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: pace of this topic<br \/>\nAfter the initial few months, this topic seems to have completely died. Is there<br \/>\nanyone using an atari ST for animation? if so, what programs seem to work best?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #314, from jimomura, 1535 chars, Sun Apr  8 12:25:25 1990<br \/>\nThis is a comment to message 313.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I use CyberPaint.  I&#8217;ve also used Ani.st conjunction with CyberPaint<br \/>\nfor animations.  I have also got CyberSculpt and CAD-3D version 2.0, which<br \/>\nI should upgrade to 2.1.  I&#8217;ve used CAD-3D and CyberSculpt to create<br \/>\nobjects for other purposes, but I&#8217;ve never animated them.  A long time<br \/>\nago, I made model of a Video 8 Camcorder and it was animated for a demo,<br \/>\nbut the animation was done by Al Page.  I don&#8217;t know if that piece was<br \/>\nshown much.  It was before an Atari show or convention and I lost track<br \/>\nof the piece.  A pity, because there was a very short part of it that<br \/>\nI did which I took about a day on that I wanted back.  I did it on an<br \/>\nearly Mega 4 ST and since I don&#8217;t have a Mega ST myself, I don&#8217;t have<br \/>\nenough memory to do it again easily.<\/p>\n<p>     Atari ST&#8217;s have been used professionally for storyboard\/pre-production<br \/>\nand I think we were lucky in that our software gelled faster than the<br \/>\nAmiga software in terms of completeness and data portability.  With the<br \/>\ncoming of the STE and the STacey, I think large production houses would<br \/>\nbe foolish not to include some Atari computers in their arsenal.<\/p>\n<p>     On another matter though, a conference is not just one topic and<br \/>\ntopics often go through cycles.  Don&#8217;t worry too much if nothing seems<br \/>\nto be happening for a while.  That&#8217;s especially true of anything I<br \/>\nget involved with.  If you have something to say, you say it.  If you<br \/>\nhave a question, you ask it.  But there&#8217;s no need to create &#8220;noise&#8221;<br \/>\nactivity, and if you do it often, it won&#8217;t be appreciated.  At least<br \/>\nnot by me.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #315, from jimomura, 666 chars, Wed Apr 25 18:23:42 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Much News for Animation Freaks^H^H^H^H^H^H^H Programmers!<br \/>\n     A lot of major news has been happening.  The Amiga 3000 announcement<br \/>\nyesterday coincided with a mailed bulletin from Silicon Graphics announcing<br \/>\nnew products and lower prices.  I&#8217;ll try to post some later if I get a<br \/>\nchance, but if you&#8217;re serious about animation, you can call Silicon<br \/>\nGraphics yourself.  Big news is that they have been bitten by the<br \/>\n&#8220;Multi-Media&#8221; buzzword and are making their bid.<\/p>\n<p>     Ultimately, the bottom line is that if you can afford a tricked out<br \/>\nMac II or a NeXT, then you can probably afford a Silicon Graphics Personal<br \/>\nIris.  So don&#8217;t count them out for that reason.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #316, from hmccracken, 253 chars, Wed Apr 25 18:27:11 1990<br \/>\nThis is a comment to message 315.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWow!  The Iris is a nifty system; glad to hear they&#8217;re getting even cheaper.<br \/>\nAnd that Amigas are getting more powerful, too.  I was pleased by the<br \/>\nlengthy article and two-page article concerning the Amiga 3000 in today&#8217;s<br \/>\nWall Street Journal.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #317, from bcapps, 184 chars, Thu Apr 26 23:15:00 1990<br \/>\nThis is a comment to message 316.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHarry,<br \/>\n    I didn&#8217;t see the lengthy(?) articles in the 4\/25 WSJ.  I saw the one<br \/>\narticle in the &#8220;B&#8221; section, somewhere around page 4, that was only about<br \/>\n6 or 7 inches of column.<\/p>\n<p>Bob<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #318, from hmccracken, 263 chars, Fri Apr 27 07:05:47 1990<br \/>\nThis is a comment to message 317.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThat was the article I was talking about &#8212; it was lengthy in comparison<br \/>\nwith all the other Amiga articles the _Journal_ has published lately.<\/p>\n<p>(They tend to run, oh, 0 inches of column space.)<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #319, from rconner, 148 chars, Fri Apr 27 23:13:44 1990<br \/>\nThis is a comment to message 318.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n> 0 inches of column space ?<br \/>\nThat much?  I&#8217;ve usually counted it as negative because of<br \/>\nusually glaring omissions of Amiga related issues.<br \/>\n-Richard<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #320, from dpo, 513 chars, Mon Apr 30 16:19:01 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #510 of Sun Apr 29 23:11:08 1990<br \/>\nTITLE: Animation Controllers<br \/>\nI would like to obtain more info, opinions, etc on single frame<br \/>\nanimation controllers interfaced to PC&#8217;s, specifically to the Amiga,<br \/>\nif possible.  I know of three manufacturers:<br \/>\n              Lyon-Lamb &#8211; about $7,000 for a Mini-Vas ?<br \/>\n              BCD       &#8211; cost unknown<br \/>\n              VLAN      &#8211; about $2-3,000<br \/>\nIf you have had experience with any of the above, or know of other<br \/>\nmanufacturers please post.  Thanks.<br \/>\nDPO<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #321, from grekel, 442 chars, Mon Apr 30 16:19:01 1990<br \/>\nThis is a comment to message 320.<br \/>\nThere are additional comments to message 320.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/main #513 of Mon Apr 30 13:39:16 1990<br \/>\nTry BIXmail to &#8220;rmhoward&#8221;. Bob Howard is the founder of BCD (in the<br \/>\nsame office park as me). His controllers fit inside PC&#8217;s, and, from<br \/>\nthe testing he&#8217;s done on our Betacam, work pretty well at a very<br \/>\nreasonable cost.  We used a Lyon Lamb Vas IV for a while, but<br \/>\nhad a lot of technical problems with it &#8212; loose mechanics,<br \/>\noxidized pc boards, general interface problems.<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #322, from eric, 342 chars, Tue May  1 01:31:50 1990<br \/>\nThis is a comment to message 320.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWe&#8217;ve used the BCD-5000 with Transport Controller software from<br \/>\nMicroIllusions\/BCS with good success. The BCD sells for around<br \/>\n$2500 list &#8211; it&#8217;s a nicely packaged rack-mountable box that can<br \/>\naccomodate up to two decks (the second VTR controller costs extra).<br \/>\nI&#8217;ve had ours hooked up to a Sony 5850 and a JVC BR-S811U with<br \/>\nno problems.<\/p>\n<p>-Eric<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #323, from jechard, 73 chars, Tue May  1 23:50:08 1990<br \/>\nThis is a comment to message 322.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nDoes that software support ANIMs or do you have to have separate frames?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #324, from eric, 170 chars, Wed May  2 18:53:08 1990<br \/>\nThis is a comment to message 323.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI believe the Transport Controller only comes with software to record<br \/>\nseparate frames. You might want to check with the author, who is here<br \/>\non BIX (mikeberro) &#8230;<\/p>\n<p>-Eric<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #325, from jimomura, 278 chars, Thu May  3 17:20:31 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: &#8220;Flying Mouse&#8221; by Simgraphics<br \/>\n     See &#8216;microbytes\/items&#8217; #746.  This is a 3D &#8220;mouse&#8221; system for<br \/>\ndata input.  This is probably going to be one of the key areas for<br \/>\ncomputer animation in the next few years.  Gee.  I&#8217;m only about 1 1\/2<br \/>\nmonths behind in Microbytes now. \ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #326, from jimomura, 328 chars, Thu May  3 17:32:43 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Silicon Graphics, HP and IBM<br \/>\n     It&#8217;s interesting.  I just read &#8216;microbytes\/items&#8217; #754 from<br \/>\nMar 26, covering the HP i860 RISC workstation announcement.  It&#8217;s<br \/>\nnoting the competition as being the $100,000 range, including<br \/>\nSilcon Graphics PowerVision systems and IBM RS\/6000 (which also<br \/>\nuses Silicon Graphics technology).<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #327, from jimomura, 683 chars, Wed May  9 16:18:53 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: More Price Reductions from Silicon Graphics<br \/>\n     Geez, I just said that I received info from April 18 about price<br \/>\nreductions and just this last Monday there were some more!  I was<br \/>\njust on the phone with their sales people and just to give a couple<br \/>\nof notable numbers for you guys to play with, I&#8217;ll post these:<\/p>\n<p>1.  NEW low end file server.  This is a free standing computer without<br \/>\n    graphics but with a &#8220;small&#8221; hard drive $5,900.00 US.<\/p>\n<p>2.  True &#8220;entry level&#8221; system includes 4D\/20 w\/16 Meg. RAM and graphics<br \/>\n    $11,500.00 + 380 Meg hard drive $3,500.00 + software $1,500.00 (US).<br \/>\n    This unit includes a 19&#8243; colour monitor and mouse &#8212; all you need<br \/>\n    to get started.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #328, from jimomura, 489 chars, Wed May  9 19:39:20 1990<br \/>\nThis is a comment to message 70.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nRe:  Silicon Graphics Faster and Cheaper<\/p>\n<p>aviation\/space.plane #416, from jimomura, 368 chars, Wed May  9 19:34:32 1990<\/p>\n<p>     It occurs to me that you might find it interesting what the<br \/>\ntop line Silicon Graphics series machines are pulling:<\/p>\n<p>4D\/300 Series POWER Center Systems with up to 8 33MHz RISC CPU&#8217;s<br \/>\nare capabile of 234 VAX MIPS (rated by comparison of Dhrystone 1.1<br \/>\ncompared to VAX 11\/780) or 33 Double Precision Linpack MFLOPS.<\/p>\n<p>     The POWER Series starts at under $100,000.00.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #329, from jimomura, 668 chars, Wed May  9 19:49:12 1990<br \/>\nThis is a comment to message 328.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Also, Silicon Graphics recently announced &#8220;POWERVISION&#8221; Super<br \/>\nWorkstation.  Uh.  I don&#8217;t know much about this one except it&#8217;s<br \/>\nsupposed to be better than what SG had before.  The figures standing<br \/>\nalone sound impressive:<\/p>\n<p>1 million polygons per second<br \/>\n1 million anti-aliasing RGB verctors per second<br \/>\n1.5 million 3D points per second<br \/>\n1.6 billion pixels per second screen clear rate<br \/>\nminimum 140 bits per pixel\/maximum 268 bits per pixel<\/p>\n<p>features:  texturizing, fog &#038; hazing, sub-pixel positioning,<br \/>\nanti-aliasing, stereo, lighting, accumulation buffer, imaging library<br \/>\nstenciling.<\/p>\n<p>    I know what all these feature are, but what is &#8220;it&#8221;?  Ie, what<br \/>\nis &#8220;POWERVISION&#8221;?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #330, from eric, 101 chars, Wed May  9 22:42:59 1990<br \/>\nThis is a comment to message 327.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 327.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nJim &#8211; what are the real specs on the 4D\/20 (bitplane, MFLOPS, vectors<br \/>\nand triangles\/sec &#8211; 3D, etc.)?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #331, from jimomura, 982 chars, Thu May 10 00:09:09 1990<br \/>\nThis is a comment to message 330.<br \/>\nThere are additional comments to message 330.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I&#8217;m not really sure this time.  I didn&#8217;t ask.  The figures I quoted<br \/>\nin #70 and #71 previously should be true at the very least, but I have<br \/>\nsome confusion about this &#8220;POWERVISION&#8221; stuff.  Are they implying<br \/>\nthat they&#8217;ve revised the graphics even in the 4D\/20?  At any rate,<br \/>\nthe philosophy of the company is such that I am certain that if<br \/>\nthe above figures aren&#8217;t true, it is because they&#8217;ve done better.<br \/>\nDr. Clarke said specifically that he emphatically would *never*<br \/>\nbuild a computer with less capability than the 4D\/20.  He set<br \/>\nthat performance level as a minimum standard which will be available<br \/>\nat lower prices as technology allows (as we are seeing), and pushing<br \/>\nthe technology at the top to produce the best machines in the field<br \/>\nas their other thrust.<\/p>\n<p>     As such, the smallest SG machine you will ever see will be<br \/>\n16 Meg. RAM and 16 MIPS.  That&#8217;s sort of the easy figure to keep in<br \/>\nmind.  And 1.6 MFLOPS, which is also easy.  Just think &#8220;1-6&#8243; for<br \/>\neverything?  Maybe.<br \/>\n&#8221;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #332, from jimomura, 89 chars, Thu May 10 00:11:29 1990<br \/>\nThis is a comment to message 330.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Oh, I forgot, if the old spec holds true, that&#8217;ll be 8 bit planes<br \/>\nexpandable to 24.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #333, from jimomura, 1910 chars, Thu May 10 00:28:56 1990<br \/>\nThis is a comment to message 327.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     There were some application announcements too:<br \/>\n&#8220;Video Creator:<\/p>\n<p>     The first complete, integrated video interface that allows<br \/>\nusers to record computer-generated images onto standard record real-time,<br \/>\nhigh-resolution images directly off their workstation screens or for<br \/>\nthose users who want to produce computer generated animations using<br \/>\nframe-by-frame recording techniques, Video Creator provides a complete<br \/>\nsolution.&#8221;<\/p>\n<p>     Whaaaa?  It implies a lot &#8212; like somebody was editing the<br \/>\ncopy while on the phone with somebody else?  English.  Nice language.<br \/>\nActually, I think I know what they meant to say, and it *does* sound<br \/>\nimpressive.<\/p>\n<p>     Also, there&#8217;s a &#8220;Visual Database Lab&#8221;<\/p>\n<p>     &#8220;The first product to blend database information together<br \/>\nin an interactive multi-windowed, multi-processing environment.<br \/>\nUsers may more easily experiment with new methods when developing<br \/>\napplications involving simultaneous real-time 3D windows,<br \/>\ndatabase interaction, and advanced graphics techniques within<br \/>\na single Iris 4D Power Series platform.&#8221;<\/p>\n<p>     With some leniency I&#8217;ll except that as good English.<\/p>\n<p>     They also announced an 760 MegByte &#8220;standard&#8221; drive option.<\/p>\n<p>     Also they announced the &#8220;Omni Iris 4D\/85GT&#8221; which they claim<br \/>\nis &#8220;the highest graphics performance per dollar of any workstation<br \/>\navailable.  The 4D\/85GT is rated at 13MIPS, 1.5 MFLOPS, 90,000<br \/>\ngouraud shaded polygons per second and includes a new VME backplane.&#8221;<\/p>\n<p>     Now that&#8217;s interesting.  It&#8217;s rated *lower* than the 16 MIPS<br \/>\n1.6 MFLOPS of before.  Could be a newer more realistic rating of the<br \/>\nsame real capabilities.  Polygons are considerably up though.<\/p>\n<p>     There&#8217;s some more stuff that I&#8217;ll skip but here&#8217;s something:<br \/>\n&#8221; &#8230; one Pixel Bus slot to be used for video options such as the<br \/>\nLive Video Digitizer.&#8221;  Whaaa?  Anyway, a 4D\/85GT is $49,000.00 US.<br \/>\nOr at least it was back in April.  Could be less now.  I didn&#8217;t<br \/>\nask about it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #334, from jimomura, 257 chars, Tue May 15 10:49:36 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: &#8216;worms.arc&#8217; Now Available<br \/>\n     This program runs on MS-DOS machines with VGA or EGA.  It includes<br \/>\nPascal sources and runnable object code.  It&#8217;s a set of colourful worms<br \/>\nthat move slowly around your screen.  Many thanks to &#8216;hkenner&#8217; for the<br \/>\nprogram.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #335, from hkenner, 119 chars, Tue May 15 11:24:58 1990<br \/>\nThis is a comment to message 334.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHow &#8220;slowly&#8221; those worms move around your screen depends on your<br \/>\nhardware&#8217;s clock speed.  On a 16-mhz they *zip*.<br \/>\n&#8211;HK<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #336, from jporter, 215 chars, Mon May 28 00:56:02 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Back to the future III<br \/>\nDoes anybody know how much, if any, pixar work was used. Most of what I saw<br \/>\nwas pure Opticals (with excelent color matching). Lots of amimation. Zemeckis<br \/>\nis getting good at this stuff.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #338, from jimomura, 533 chars, Thu Jun  7 17:15:05 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Windows 3.0<\/p>\n<p>     This is Not a Review, and anybody silly enough to think so<br \/>\nshould have a doctor certify him\/her as incompetent.<\/p>\n<p>     No place else in this conference to put this, and I don&#8217;t<br \/>\nfeel like putting it elsewhere for now.<\/p>\n<p>     Windows 3.0 isn&#8217;t bad.  It&#8217;s powerful enough.  I now know that<br \/>\nmenus are best not put inside a window.  Windows 3.0 does this and<br \/>\nthe result is that if you&#8217;re using a mouse, you have to try a bit<br \/>\nharder to find the menu bar with it than you would with a Mac or<br \/>\nan Amiga or an Atari ST.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #339, from jimomura, 189 chars, Sat Jun  9 23:45:39 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: &#8220;N.R.G.&#8221;<br \/>\n     I was flipping through the TV channels and ran across this<br \/>\nmusic video.  Anybody know what the computer graphics were done on?<br \/>\nIt looks sort of Atari ST\/Amiga quality.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #340, from srindsberg, 293 chars, Sun Jun 10 19:52:05 1990<br \/>\nThis is a comment to message 338.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;d have to agree with that, but let me also say that I absolutely<br \/>\nDESPISE these MacMenus with the branches that pop up on the right<br \/>\n(ie Style leads to Fonts which calls up a pop-up of all the font<br \/>\nchoices.)  I find these exceedingly hard to use quickly.<br \/>\n                              Steve<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #341, from jimomura, 929 chars, Sun Jun 10 23:57:11 1990<br \/>\nThis is a comment to message 340.<br \/>\nThere are additional comments to message 340.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Yeah, sometimes menu nesting is overdone.  At least I have<br \/>\nthat impression sometimes.  But it&#8217;s really hard to say for sure<br \/>\nif a program is &#8220;necessarily&#8221; complex.  You really have to give<br \/>\na program a fair shake before criticizing it too much.  I think<br \/>\nI&#8217;ve had Drafix 1 for over a year now and I&#8217;m just getting through<br \/>\nthe Tutorial book.  Now that I&#8217;m using it, I think if I were to<br \/>\nwrite my own CAD program, I would *not* do it the same, but maybe<br \/>\nI&#8217;d shoot for something a lot closer to it than I would have<br \/>\notherwise.  CAD is just that complex a problem that any reasonably<br \/>\nuseful CAD program is going to be &#8220;necessarily&#8221; complex.  Anything<br \/>\nthat&#8217;s *really* simple to start out is probably going to have<br \/>\nunnecessary complexity later, or simply lack the power to be<br \/>\nreally useful.<\/p>\n<p>     But I don&#8217;t necessarily want to turn this into a CAD discussion.<br \/>\nWe have a &#8216;cad&#8217; conference for that.  I&#8217;m just using it as an<br \/>\nexample.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #342, from bsoron, 568 chars, Mon Jun 11 19:10:06 1990<br \/>\nThis is a comment to message 340.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p>  Not getting into an rwar, but lots of Mac folks hate hierarchical<br \/>\nmenus too &#8212; I have heard that WordPerfect badgered Apple into defining<br \/>\nthem, but obviously this will remain unconfirmed.  (Although WP has<br \/>\nactually apologized to Mac owners for doing such a rotten program &#8212; as<br \/>\nDave Barry says, &#8220;I am not making this up.&#8221;)  Anyway, many of us also<br \/>\nfeel that they&#8217;re a poor excuse for not decently designing a program&#8217;s<br \/>\ncommand set.  Some Mac programs used to have the ability to put up either<br \/>\nstandard or hierarchical menus, but this seems to have died out, alas.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #343, from vjp2, 389 chars, Sat Jun 23 00:08:02 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/sources #68 of Fri Jun 22 23:55:10 1990<br \/>\nTITLE: tools for authors<br \/>\nsomeone totally untechnical asked me how to make movies inexpensively by<br \/>\ndigitising real fotos and animating them by computer &#8211; then doing voice<br \/>\novers. Is the technology sufficiently advanced that one could really make<br \/>\na movie without actors for &#8211; say $100,000? Is this how &#8220;Roger Rabbit&#8221; was done?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #344, from switch, 389 chars, Sat Jun 23 00:08:02 1990<br \/>\nThis is a comment to message 343.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 343.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/sources #69 of Sat Jun 23 00:06:02 1990<br \/>\nMy stars, no.  The hardest part would, I think, be the storage capacity<br \/>\nfor your images.  Of course, this depends on the length of the film.<br \/>\nFor a few minutes, you could use a personal computer &#8211; say an Amiga or<br \/>\na Mac &#8211; but for something beyond that, you&#8217;d probably want something<br \/>\nfaster with larger storage capacity.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #345, from vjp2, 144 chars, Sat Jun 23 00:08:02 1990<br \/>\nThis is a comment to message 344.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n*** Moved from animation\/sources #70 of Sat Jun 23 00:07:12 1990<br \/>\nThat&#8217;s why I said $100,000 total budget for equipment. A Sun costs<br \/>\n$5-15,000..<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #346, from jimomura, 717 chars, Sat Jun 23 00:46:13 1990<br \/>\nThis is a comment to message 345.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Well, the first thing to clarify is that Roger Rabbit was all<br \/>\n&#8220;hand done&#8221; artwork.  There was no computer work in it.  On the<br \/>\notherhand, &#8220;colorizing&#8221; is, as far as I know, heavily computer done.<br \/>\nIt makes it possible to enhance an image without getting the original<br \/>\nactors back to re-shoot.  As for true replacement of actors, I<br \/>\nremember hearing of some work done in that area.  Things like Marilyn<br \/>\nMonroe and Bogart, I believe have been done, though I haven&#8217;t seen<br \/>\nthem myself.  More practically, I&#8217;ve seen real-time digital &#8220;puppeteering&#8221;<br \/>\ndone on a Silicon Graphics computer.  That&#8217;s probably the most<br \/>\nsignificant development in the computer-animation field.  The impact<br \/>\nof that technique hasn&#8217;t been felt yet.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #347, from switch, 184 chars, Sat Jun 23 11:32:59 1990<br \/>\nThis is a comment to message 346.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n_Rendezvous a Montreal_ was the short film with Bogart and Monroe, er,<br \/>\ndigitized.  It&#8217;s pretty good for its time, but _Tin Toy_ did a better job of<br \/>\nrendering lifelike humanoids.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #348, from switch, 1108 chars, Sat Jun 23 12:02:45 1990<br \/>\nThis is a comment to message 343.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 343.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nGetting back to the original question, let&#8217;s look at the requirements for<br \/>\na completely actorless movie.  Let&#8217;s say you get an Amiga 3000, 25 MHz model<br \/>\n(we&#8217;re keeping this simple, right?).  I&#8217;d estimate that at around $5000 US.<br \/>\n24-bit color frame buffer.  Maybe $3000.  Obscene amounts of memory<br \/>\nmight cost, say, $1000 US (I have no idea what RAM prices are like<br \/>\nin the US).  So we&#8217;ve still got a bit over $90 000 to play with.<br \/>\n(We&#8217;re not counting annoying things like film and processing, right?)<br \/>\nNow the only thing stopping you is storage space.  A lush 24-bit color<br \/>\nimage will probably run up to 3 or 4 megs.  Considering there are 7200<br \/>\nframes in a five-minute film, you might end up spending a lot of money<br \/>\non storage space alone&#8230;<\/p>\n<p>Then, of course, comes the design of the actors.  How are you<br \/>\ngoing to &#8220;digitize&#8221; them?  The hard way is to do it manually &#8211; the<br \/>\neasier (!) way is to create some sort of hardware that will allow<br \/>\nyou to digitize someone a la _Tin Toy_ or that ad with the chrome<br \/>\nlady.<\/p>\n<p>(Sorry if this rambles a bit, but I&#8217;m at work and will have to<br \/>\nget off at a moment&#8217;s notice&#8230;)<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #349, from steven_edwards, 124 chars, Sat Jun 23 12:05:39 1990<br \/>\nThis is a comment to message 348.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 348.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tCurrent USA prices for memory are about US$75 per megabyte (dynamic<br \/>\nRAM, SIMM SOJ packaging, 80 ns cycle time).<\/p>\n<p>\t&#8212; Steve<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #350, from switch, 91 chars, Sat Jun 23 14:59:18 1990<br \/>\nThis is a comment to message 349.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 349.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nA fully-loaded A3000 is 1.6 gigs of memory, so&#8230;<\/p>\n<p>Emru (who has misplaced his calculator)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #351, from jimomura, 411 chars, Sat Jun 23 16:22:17 1990<br \/>\nThis is a comment to message 350.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I think you&#8217;re going overboard.  Looking at the Iris Workstation<br \/>\ncapabilities, I think it can be done with 16 Meg RAM and about 400 Meg.<br \/>\nHard drive and streamer backup.  You do *not* have to keep a whole movie<br \/>\nonline at all times while you work.  You block out your shots, do your<br \/>\ndata creation and then record them later in short swatches, just like<br \/>\nlive productions.  Also, data compression helps a lot.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #352, from random.a, 114 chars, Sat Jun 23 18:21:56 1990<br \/>\nThis is a comment to message 351.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 351.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nPersonaly, I think you should use a Mac instead of an Amiga..   ;]<br \/>\n(Also, 1meg SIMMs are down to about US$60\/meg)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #353, from jdow, 239 chars, Sat Jun 23 18:24:28 1990<br \/>\nThis is a comment to message 348.<br \/>\nThere are additional comments to message 348.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nGee, Emru, you cannot even fill up the basic onboard memory pool for an A3000<br \/>\nwith proper ram for less than almost $2000 these days. THose 1megx4 SCRAMs<br \/>\nat 80ns are expensive little suckers. But hooboy does the machine scream along.<br \/>\n{@_@}<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #354, from jdow, 314 chars, Sat Jun 23 18:25:51 1990<br \/>\nThis is a comment to message 352.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 352.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThere are some traditional reasons for using a Mac. But the best available<br \/>\nanimation software in the Mac or Amiga price ranges is available on the Amiga.<br \/>\nBuy the machine to run the programs you need not for emotional reasons. that is<br \/>\nwhy *I* of all people will sometimes not recommend a person get an Amiga.<br \/>\n{@_@}<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #355, from switch, 155 chars, Sat Jun 23 18:27:23 1990<br \/>\nThis is a comment to message 351.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI know I&#8217;m going overboard, but when I work I tend to push the limits of<br \/>\nmemory, storage capacity, and the like.  So I give myself _wide_ margins&#8230;<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #356, from switch, 128 chars, Sat Jun 23 18:28:14 1990<br \/>\nThis is a comment to message 352.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYeah, but you&#8217;re biased.  \ud83d\ude09  OTOH, so am I. \ud83d\ude09<\/p>\n<p>OTOH (how many of these do I have?), if we&#8217;re looking at saving money&#8230;<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #357, from switch, 351 chars, Sat Jun 23 18:30:41 1990<br \/>\nThis is a comment to message 354.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n&#8230;and why I (also of all people) will sometimes recommend a 386, 286, or<br \/>\nXT &#8212; the needs of the user are what determine the ideal machine&#8230;<\/p>\n<p>(Example: a customer wanted to buy a &#8216;386 with 2 megs, VGA, a 40 meg hard<br \/>\ndrive, and OS\/2 [a real eyebrow-raiser, that].  Why?  &#8220;I want to do some<br \/>\nword processing.  Oh, and for my kids to play games.&#8221;)<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #358, from jbeecher, 151 chars, Sat Jun 23 19:22:34 1990<br \/>\nThis is a comment to message 349.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe 3000 will take an additional 16Meg on the motherboard.  $110-130\/meg<br \/>\nis the lowest pricing for these chips though.  1Mx4 ZIPs are still expensive.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #359, from random.a, 36 chars, Sat Jun 23 21:46:08 1990<br \/>\nThis is a comment to message 357.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSo what did you end up selling him?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #360, from switch, 217 chars, Sun Jun 24 00:10:29 1990<br \/>\nThis is a comment to message 359.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nA 286.  He insisted that WordPerfect would run faster.  I insisted<br \/>\nthat he could only type so fast.  But I reach a point where it&#8217;s<br \/>\nno longer productive to argue, as the commission isn&#8217;t worth it<br \/>\nafter an hour.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #361, from jim_kent, 344 chars, Sun Jun 24 07:20:30 1990<br \/>\nThis is a comment to message 40.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI agree that synthesizing images from different points of view while<br \/>\nmoving around is more important to the human perception of 3d than the<br \/>\nbinocular triangulation we get from our closely set eyes.  This is what<br \/>\nmakes the &#8216;virtual realities&#8217; where what you see depends on which way your<br \/>\nhead is pointing so much realer than normal computer 3d.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #362, from jim_kent, 587 chars, Sun Jun 24 07:31:49 1990<br \/>\nThis is a comment to message 100.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nDo you have a company name or an address for LightBox?  Sounds real<br \/>\ninteresting.  I&#8217;m pretty sure I know what you&#8217;re talking about.  On the<br \/>\nST or the Amiga it&#8217;s pretty easy to display up to 4 (or 5 on the Amiga)<br \/>\nmonochrome images at once in successively fainter colors to simulate<br \/>\nthe effect you get looking through semi-transparent cels at an animation<br \/>\nstand.  This _really_ helps when you&#8217;re doing the movement and expressions<br \/>\nin good old hand drawn character animation.   It&#8217;s something I really wanted<br \/>\nto put into Cyber Paint\/Zoetrope but couldn&#8217;t get to.   Anyways I&#8217;d love a<br \/>\ncopy.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #363, from jim_kent, 186 chars, Sun Jun 24 07:44:54 1990<br \/>\nThis is a comment to message 223.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nMake that 2.  The Autodesk Animator Convert program will deal with, well, a<br \/>\nlot of IFF pictures.     It won&#8217;t do HAM because I&#8217;m lazy.  Won&#8217;t do<br \/>\nhalf-bright mostly because I&#8217;m an idiot!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #364, from jim_kent, 275 chars, Sun Jun 24 07:51:56 1990<br \/>\nThis is a comment to message 278.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYou might have seen it playing off of a hard disk rather than ram disk.<br \/>\nThen again there might have been a lot of camera moves or other large<br \/>\nchanges happening.  Delta animation does have it&#8217;s limits, but it&#8217;s<br \/>\na lot faster than most things you can do in 256 colors on a VGA.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #365, from jim_kent, 545 chars, Sun Jun 24 08:09:13 1990<br \/>\nThis is a comment to message 290.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI wonder how much of it is icons in Dpaint vs. text buttons in the<br \/>\nAnimator.   Oh well, thank God Dan Silva and I are working together<br \/>\ninstead of competing these days!<\/p>\n<p>I think the biggest single advantage Cyber Paint had over Dpaint III<br \/>\nwas the &#8216;frame shuttle slider&#8217;.  Sadly I couldn&#8217;t do this on AA because<br \/>\nthe VGA isn&#8217;t fast enough to handle &#8216;reversible&#8217; deltas.  We had to<br \/>\nsettle for a system where animations could only be run forwards.  Sooo,<br \/>\nI had to make up for it with better 256 color, titling, and all the<br \/>\nimage processing tools.   <\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #366, from jim_kent, 157 chars, Sun Jun 24 08:12:32 1990<br \/>\nThis is a comment to message 297.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWell Peter Kennard and I&#8217;ve been working for the last 9 months on something.<br \/>\nMore VGA modes is part of it.   You&#8217;ll need an 80386 (sorry ran out of<br \/>\nmemory!)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #367, from switch, 68 chars, Sun Jun 24 14:39:51 1990<br \/>\nThis is a comment to message 362.<br \/>\nThere are additional comments to message 362.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ve posted the info on R &#038; D L Productions over in \/sources.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #368, from ewhac, 138 chars, Sun Jun 24 16:49:32 1990<br \/>\nThis is a comment to message 362.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tIf you think you&#8217;ll like LightBox, Jim, I think you&#8217;ll like Disney<br \/>\nAnimation Studio, too.  To be released Any Second Now&#8230;<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #369, from srindsberg, 218 chars, Sun Jun 24 19:26:23 1990<br \/>\nThis is a comment to message 343.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 343.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhy does every computer illiterate out there assume that just because<br \/>\nyou&#8217;re working on a computer, your work is automatically half-priced?<br \/>\nHacks me off!<br \/>\n                                               Steve Rindsberg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #370, from srindsberg, 579 chars, Sun Jun 24 19:31:29 1990<br \/>\nThis is a comment to message 348.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhoah, son.  Hold on &#8230; lush 24-bit images at 3-4 megs ea.?  At video<br \/>\nresolution and a bit beyond, perhaps, but have you ever played about with<br \/>\nfilm-recorder quality images?  We&#8217;re talking 20 to 40 megs EACH for<br \/>\n24-bit, 4K rez images.  Run that past your budget, and keep in mind<br \/>\nthat it takes a wee bit longer to store\/retrieve\/process\/shoot these<br \/>\nthings than 2-4 meg pictures.  Let&#8217;s see &#8230; a Bernoulli cartridge<br \/>\ngoes for maybe 50 bucks for 20 megs &#8230; one per frame &#8230; well, this<br \/>\ncould get expensive, couldn&#8217;t it?<br \/>\n                                                   Steve<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #371, from switch, 107 chars, Sun Jun 24 21:15:10 1990<br \/>\nThis is a comment to message 370.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHaving never generated 24-bit images before, I was going by what<br \/>\nI&#8217;ve heard.  20 to 40 megs?  Woah.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #372, from switch, 93 chars, Sun Jun 24 21:22:51 1990<br \/>\nThis is a comment to message 369.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHey, give Vasos some credit.  He _didn&#8217;t_ know if it was feasible<br \/>\nor not, so he asked.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #373, from grekel, 400 chars, Sun Jun 24 23:21:02 1990<br \/>\nThis is a comment to message 343.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI think we&#8217;re getting a bit off-base when talking about whether a Mac<br \/>\nor an Amiga is best for this project.  The bottom line is that it is still<br \/>\ntoo expensive to make a full-length movie out of computer-generated<br \/>\nactors. At least actors with enough range that people would stay thru<br \/>\nthe whole movie. \ud83d\ude42<\/p>\n<p>OTOH, they could replace Arnold with something out of a Cray, and nobody<br \/>\nwould notice.<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #374, from random.a, 190 chars, Mon Jun 25 01:38:12 1990<br \/>\nThis is a comment to message 373.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI think I disagree..   &#8220;It is too expensive to make a full-length movie out<br \/>\nof computer-generated actors&#8221;..  I think you could do one with less than<br \/>\nthe budget for, say, The Little Mermaid.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #375, from jimomura, 898 chars, Mon Jun 25 09:27:49 1990<br \/>\nThis is a comment to message 374.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Well, I&#8217;m convinced that you could do it right now with reasonable<br \/>\npracticality with maybe the *middle* range of Iris Workstations, being around<br \/>\nthe $50,000.00 &#8211; $100,000.00 price range.  The cost saving over traditional<br \/>\nanimation techniques could be there too, but depending on where you<br \/>\ndraw the line for acceptability.  When you move in for a closeup, are<br \/>\nyou going to worry about hair counts and distribution of zits?  All<br \/>\nthis seems to be perfectly possible with current technology though<br \/>\nmaybe a wee-bit of software work (building up skin texture libraries<br \/>\nand whatever) which might be necessary due to the specialized application.<\/p>\n<p>     But to what end?  Do I really want to see perfectly synthesized<br \/>\nhuman beings?  Personally, I don&#8217;t.  If I wanted visually &#8220;true&#8221;<br \/>\nhumans, I&#8217;d hire actors.  What I want is something a bit more abstract.<br \/>\nFor me, that would be the *point* of animation.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #376, from srindsberg, 208 chars, Mon Jun 25 20:44:22 1990<br \/>\nThis is a comment to message 371.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIt&#8217;s not JUST the 24 bit, or JUST the rez &#8230; but any time you extend<br \/>\ncolor space or rez space the numbers grow geometrically (and likewise<br \/>\nshrinks your wallet!)<br \/>\n                                        Steve<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #377, from srindsberg, 589 chars, Mon Jun 25 20:48:24 1990<br \/>\nThis is a comment to message 372.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI just re-read his original message to double check myself, and yup ..<br \/>\nI was kvetching about the guy that asked HIM the question, not<br \/>\nshooting at him for asking.  Truly sorry if it was taken otherwise &#8230;<br \/>\nI firmly believe that the only stupid question is the one you don&#8217;t ask.<br \/>\nBut I do get pretty honked off at people who just go ahead and do things<br \/>\nhalf-wittedly and then expect you to bail them out of their own mess<br \/>\nlater.  And cheaply, because hey, it&#8217;s done on the computer, right?<br \/>\nNot that I include present company among the above.<br \/>\n                                         Steve<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #378, from rfranzen, 1137 chars, Mon Jun 25 22:43:45 1990<br \/>\nThis is a comment to message 376.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n   Steve, I&#8217;m confused by your comment.  I agree that extending image<br \/>\ngeometric resolution causes, well, a geometric increase in image size (due<br \/>\nto the fact that one usually increases image size in both dimensions, eg<br \/>\ngoing from 512&#215;512 to 1024&#215;1024).  However, I don&#8217;t understand your point<br \/>\nthat extending color space will make the numbers grow geometrically.  This is<br \/>\na simple linear increase.  A 24-bit\/pixel file will be 24 times the size of<br \/>\na 1-bit\/pixel file, assuming the same file dimensions.<br \/>\n   I certainly agree with your main point that digital animation of life-<br \/>\nlike events would involve lots &#038; lots &#038; lots of storage.  Television resolution<br \/>\nis low-res when compared to the image size necessary to pleasingly fill a<br \/>\nscreen at a movie theatre.  I&#8217;d think movie animation would involve frames on<br \/>\nthe order of 4096x3072x(24 frames\/sec)x(120 minutes)x(60 sec\/min).<br \/>\n   New Clark Gable movies won&#8217;t be showing up soon.<br \/>\n\tRich<\/p>\n<p>PS:  I know that all info need not be stored each frame.  Still, there<br \/>\nis a huge gap between what would be perceived as a fancy digital<br \/>\ncartoon and a truely lifelike recreation of characters and scenery.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #379, from jechard, 155 chars, Tue Jun 26 23:12:19 1990<br \/>\nThis is a comment to message 368.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n  I&#8217;m sure it&#8217;s great, but I STILL don&#8217;t understand why look-ahead isn&#8217;t<br \/>\ndirectly supported, (instead of swapping frames around&#8230;.)<\/p>\n<p>   The Party Pooper.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #380, from jechard, 764 chars, Tue Jun 26 23:19:05 1990<br \/>\nThis is a comment to message 366.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nJim Kent, we meet at last!<\/p>\n<p>       Jim, I loved Aegis Animator.  Its ONLY problem, (well&#8230;.) was that<br \/>\nit would not operate in overscan.  As a low-ball animator in Seattle it<br \/>\nwas consistantly my tool of choice whenever I could finagle the edges.<\/p>\n<p>     I especially liked the &#8220;thumbwheel&#8221; frame counter\/string gadgets.<br \/>\nVery fast, better than typing, kept my hands on the mouse.<\/p>\n<p>    If you were to update Zoetrope to overscane I&#8217;d buy it immediatly.<br \/>\nAs it is, I have no use for it because my projects, &#038; my clients require<br \/>\noverscan.<\/p>\n<p>   Anyway, I certainly hope you are making a lot of money.  I heard many<br \/>\npeople who worked with  Aegis did not find it all that financially<br \/>\nrewarding.<\/p>\n<p>        Your Begrudging Admirer,<br \/>\n                      J. Eric Chard<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #381, from ewhac, 29 chars, Tue Jun 26 23:52:31 1990<br \/>\nThis is a comment to message 379.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tTime.  Money.  (Select one)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #382, from srindsberg, 516 chars, Wed Jun 27 20:18:32 1990<br \/>\nThis is a comment to message 378.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYour confusion is reassuring.  It proves to me yet again that I really<br \/>\nMUST be a photographer\/computer-graphics-weenie since I&#8217;m obviously<br \/>\nNOT a writer.  You&#8217;re right. A 24-bit color image will be 24 times the<br \/>\nsize of a like-resolution 1-bit image.  But I think my original point<br \/>\nstill holds &#8230; at film quality resolutions, 24-bit color images are<br \/>\nBIG honkers.  We seem to agree both on that and the likelihood of<br \/>\nnew Clark Gable movies on the near horizon.  Fair summary?<br \/>\n                                    Steve<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #383, from jim_kent, 1015 chars, Thu Jun 28 03:19:15 1990<br \/>\nThis is a comment to message 380.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nZoetrope?  I&#8217;m afraid it&#8217;s not going to see an update.  Deluxe Paint III<br \/>\ndoes so many of the things Zoetrope does I really wonder how much<br \/>\nthe market needs Zoe.   Also I&#8217;ve been so tied up with Autodesk Animator<br \/>\nrelated things lately I can&#8217;t see getting the 3 months it&#8217;d take to<br \/>\nmake Zoe handle multiple resolutions including overscan.   <\/p>\n<p>I&#8217;m glad you like the Aegis Animator.  The Amiga version is owned by<br \/>\nmy former employer Island Graphics.  I later did an ST version which<br \/>\nIowned, but I didn&#8217;t make much money on it.   Aegis stopped paying<br \/>\ntheir people about 4 months after it went on the market, and they<br \/>\nmanaged to take about 5 months to get in to the market after I finished<br \/>\ncoding, which was just the right amount of time to miss Christmas.<br \/>\nAaarrr.  It almost put me out of business, but that was years ago.<\/p>\n<p>I&#8217;d like to do another &#8216;object based&#8217; animation system soon.  The trick<br \/>\nseems to be finding a machine with 256 colors or better that supports<br \/>\ndouble buffering and fast access to the frame buffer.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #384, from hmccracken, 207 chars, Fri Jun 29 18:33:45 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Has anybody seen the current series of ads which<br \/>\nfeature an excellent computer-animated Mr. Peanut (for Planters,<br \/>\nof course)?  I&#8217;m impressed by them and wonder what studio is<br \/>\nresponsible.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #385, from switch, 121 chars, Fri Jun 29 21:54:58 1990<br \/>\nThis is a comment to message 384.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWasn&#8217;t Rhythm &#038; Hues responsible for that one?  I seem to remember<br \/>\nreading something about that ad in _Animation_.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #386, from jimomura, 468 chars, Sat Jun 30 12:37:41 1990<br \/>\nThis is a comment to message 385.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     I&#8217;ve seen a lot of computer animation commercials and a lot<br \/>\nof other usage of computer animation recently and I&#8217;ve been wondering<br \/>\nif we could get information on who is doing what.  I&#8217;d like to<br \/>\nget some of those people on BIX.  There was a show on PBS about<br \/>\nbuilding homes and there was some computer animation used to preview<br \/>\nthe house before it was built.  Another commercial that sticks out<br \/>\nin my mind is the one with the &#8220;scrubbing bubbles&#8221; for some<br \/>\ncleanser.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #387, from grekel, 875 chars, Sat Jun 30 23:56:16 1990<br \/>\nThis is a comment to message 386.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nJim;<br \/>\nA few commercial computer animators hang out at the &#8220;cubicomp&#8221; conference.<br \/>\nCubicomp was the first domestic PC-based modeling &#038; animation system,<br \/>\nand although the company recently dropped support for the PC software,<br \/>\nan intrepid, rag-tag band of fugitive PictureMaker users still thrive<br \/>\non BIX.<\/p>\n<p>This week we are hosting Nick Tesi, regional sales rep for TDI, a Silicon<br \/>\nGraphics workstation-based animation system. His account is &#8220;cubicomp1&#8221;<br \/>\nif any are interested in contacting him directly.<\/p>\n<p>And if memory serves me correctly, a PictureMaker system was used to<br \/>\ncreate those home-in-construction sequences you mentioned.<br \/>\nScott Grey (&#8220;smgrey&#8221;) animated some sequences for Grandy&#8217;s restaurants<br \/>\nthat is running at least regionally. He hacks on a Cubicomp system as well.<\/p>\n<p>Otherwise, I haven&#8217;t run across any BIXen from PDI or Rhythm &#038; Hues&#8230;<br \/>\n(would be nice, tho&#8230;)<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #388, from jimomura, 179 chars, Sun Jul  1 14:45:49 1990<br \/>\nThis is a comment to message 387.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Thanks for the information!  If I get a chance to, I&#8217;ll drop in.<br \/>\nFeel free to post announcements of activities in the &#8216;cubicomp&#8217; conference<br \/>\nin this topic.  We&#8217;re interested.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #389, from jimomura, 889 chars, Sun Jul  1 14:52:31 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Superbase Databases<br \/>\n     I&#8217;ve just recently got a copy of &#8220;Superbase Personal&#8221; version 1.026<br \/>\nwhich I&#8217;m planning on working with on the Atari ST.  I understand that<br \/>\nthe Superbase family of database managers extends to MS-DOS and Amigas<br \/>\nas well as Atari ST.  The significance of this software is that it<br \/>\nincludes support for external picture and text files.  I intend to use<br \/>\nSuperbase to catalogue &#8220;clip art&#8221; among other things.  People interested<br \/>\nin computer assisted animation might find this useful.  Furthermore,<br \/>\nI intend to upload sample Superbase databases to BIX.  These will<br \/>\nbe public domain and generally portable.  But if I upload an Atari ST<br \/>\nSuperbase file with pictures, I&#8217;d like to know if people with Amigas<br \/>\nand MS-DOS machines will be able to make full use of them?  Do we have<br \/>\npeople who have Superbase on the MS-DOS and Amigas, or who know about<br \/>\nthe programs around?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #390, from grekel, 699 chars, Sun Jul  1 15:14:41 1990<br \/>\nThis is a comment to message 388.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe Cubicomp national users group will be holding a meeting just before<br \/>\nthe August SIGGRAPH meeting in Dallas. There we hope to re-organize (without<br \/>\nCubi&#8217;s corporate support) and check out our options. One of the most<br \/>\nexciting is a revision of system software from a CA company called<br \/>\nPM Source, which obtained the source code rights to Picturemaker. PM<br \/>\nSource&#8217;s president, Jim Newton (&#8220;pmsource&#8221; here on BIX) is working<br \/>\non implementing Pixar&#8217;s RenderMan interface. When he pulls it off,<br \/>\nit will mean a significant step forward in image realism and modeling<br \/>\ncapabilities. Beta software should be ready RSN.<\/p>\n<p>Anyone else planning to head to Texas for SIGGRAPH? Mayhap we can set up<br \/>\na rendezvous&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #391, from jechard, 258 chars, Sun Jul  1 18:39:58 1990<br \/>\nThis is a comment to message 383.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe problem with DPIII, (overlooking its monumental acheivements) is that<br \/>\nit isn&#8217;t RELATIVE, as Aegis Animator was.  Deluxe Video is more along those<br \/>\nlines, but never as intuitive as Animator.<\/p>\n<p>Of course, the thing about DPIII is, it is one fast mutha&#8230;&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #392, from jimomura, 527 chars, Sun Jul  1 19:28:17 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: &#8216;adp_iw.arc&#8217; Now Available<br \/>\n     This file contains 4 Imagewise compressed pictures of my 1\/10th<br \/>\nRC racing car.  The body is a radically re-styled Fiero painted to look<br \/>\nlike an ADP Patrol car from the hit anime series Bubblegum Crisis.<br \/>\nI&#8217;ve written various conversions for Imagewise files and these files<br \/>\ncan be ported to Amiga IFF\/ILBM and Atari Degas files.  Of course,<br \/>\nif you don&#8217;t run an OS-9 based computer, you&#8217;ll have to port the C sources<br \/>\nfirst, or get some other conversion from the &#8216;circuit.cellar&#8217; conference.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #393, from jim_kent, 326 chars, Sun Jul  1 20:44:15 1990<br \/>\nThis is a comment to message 391.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSounds like you&#8217;d be more interested in an Aegis Animator upgrade than<br \/>\na Zoetrope one.  Zoetrope is at heart a paint program with lots of<br \/>\nframes you can flip through &#8211; just like DP III.  You can paste a<br \/>\ncel along a path, but once it&#8217;s pasted it&#8217;s on there, and can&#8217;t be<br \/>\neasily adjusted like you could with the Aegis Animator.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #394, from bcapps, 906 chars, Sun Jul  1 21:08:52 1990<br \/>\nThis is a comment to message 389.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 389.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI have a copy of &#8220;Superbase Professional&#8221; on the Amiga and have fiddled<br \/>\naround with it for a bit.  Apparently, from reading the manuals, the image<br \/>\nformat varies between architectures.  The databases should port ok, but be<br \/>\naware that &#8220;Superbase Professional&#8221; databases are not downward compatible<br \/>\nwith &#8220;Superbase Personal.&#8221;  So, if I created a db using Sup. Prof., you<br \/>\nwouldn&#8217;t be able to use it directly.  To view the images would require that<br \/>\nthey be converted to an acceptable format first.  The formats that it<br \/>\nseemed to accept by platform were:  MS-DOC &#8212; PC Paintbrush, ST &#8212; .img,<br \/>\nNeochrome or Degas, Amiga &#8212; .IFF.  Not too sure about MS-DOS format, but<br \/>\nthey did use PC Paintbrush as an example.  If there are mechanisms for<br \/>\nconverting between these formats readily available (PD, Sharew., or low $$)<br \/>\nthis could be implemented rather speedily.<br \/>\n  Let me know if you need some more assistance.<\/p>\n<p>Bob<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #395, from jimomura, 243 chars, Sun Jul  1 21:25:38 1990<br \/>\nThis is a comment to message 392.<br \/>\nThere are additional comments to message 392.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Hmm.  Not a wonderful set of files.  It&#8217;s been so long since<br \/>\nI last had a problem with my Imagewise that I trusted this file<br \/>\nset to be perfect.  It&#8217;s not.  I may pull it and replace it in<br \/>\nthe next couple of days.  Lemme think about this.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #396, from jimomura, 501 chars, Sun Jul  1 21:32:42 1990<br \/>\nThis is a comment to message 394.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 394.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Well, I have software that&#8217;ll port between Amiga and Atari ST.<br \/>\nI can definitely kick out an IFF\/ILBM.  I don&#8217;t know what PC<br \/>\nPaintbrush format is.  I may have that format.  If you have<br \/>\nthe extension I might recognize it.  It would be nice if they&#8217;d<br \/>\nprovided some internal conversion for maybe 1 format.  I&#8217;d have<br \/>\ngone with IFF\/ILBM.<\/p>\n<p>     If I upgrade to &#8220;Superbase Professional&#8221; on the ST will<br \/>\nI be able to use databases from the MS-DOS and Amiga &#8220;Professional&#8221;<br \/>\nversions other than the pictures?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #397, from jshook, 264 chars, Sun Jul  1 23:09:06 1990<br \/>\nThis is a comment to message 396.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 396.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nPC Paintbrush file extensions are &#8212;.PCX for full screen<br \/>\nimages, and &#8212;.PCC for clips.<br \/>\nIn fact, however, the two formats seem to be identical:<br \/>\nre-naming a file from whatever.pcc to whatever.pcx will<br \/>\nallow programs to read it who wouldn&#8217;t want to otherwise<br \/>\n(?)  <\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #398, from jstivaletta, 188 chars, Sun Jul  1 23:28:55 1990<br \/>\nThis is a comment to message 389.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI have Superbase Pro for the Amiga.  Since graphic files are usually kept<br \/>\nas externals, all that should be required is a conversion utility to convert<br \/>\nthe &#8220;clip art&#8221; to the proper format.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #399, from jstivaletta, 79 chars, Sun Jul  1 23:31:18 1990<br \/>\nThis is a comment to message 396.<br \/>\nThere are additional comments to message 396.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI also have an PeeCee with software for converting to various PeeCee formats.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #400, from jimomura, 128 chars, Sun Jul  1 23:58:55 1990<br \/>\nThis is a comment to message 397.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Many thanks.  I *think* I have a conversion to that.  I&#8217;m not<br \/>\nsure.  Is there a formal description posted on BIX anywhere?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #401, from jimomura, 385 chars, Mon Jul  2 00:02:21 1990<br \/>\nThis is a comment to message 398.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     This is starting to sound good.  My first &#8220;pure data&#8221; file is<br \/>\nin the &#8216;atari.st\/listings&#8217; area named &#8216;cars02.arc&#8217; and it contains<br \/>\nbasic specs for 1990 automobiles sold in North America.  If anybody<br \/>\nwants to, you can download it and try it in your various versions<br \/>\nof Superbase to confirm that you can use it.  There aren&#8217;t any external<br \/>\nfiles for that file set at this time though.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #402, from jshook, 316 chars, Mon Jul  2 07:10:19 1990<br \/>\nThis is a comment to message 400.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI don&#8217;t know, nor do I know where you might look.  I happened<br \/>\nto bump into this last week when I was working on a PC project<br \/>\nand the programmer and I had a little chat about file formats.<br \/>\nWe used a utility to examine the &#8212;.pcx file header&#8230;I can&#8217;t<br \/>\nremember much about it except that it is not terribly complex&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #403, from bcapps, 481 chars, Mon Jul  2 23:04:45 1990<br \/>\nThis is a comment to message 396.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 396.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHere&#8217;s a thought:<br \/>\n    Suppose you export the db into ASCII, thus allowing anyone whose db<br \/>\nprogram reads ASCII files, to have access to the data.  Then, they could<br \/>\njust use the image file name external field to reference the picture.<br \/>\nIt might be beneficial to port the files over to .GIF, since that &#8220;seems&#8221;<br \/>\nto be a more universal format, therefore allowing a larger number of users<br \/>\nto view them.<br \/>\nAs classified earlier, just a thought, while trying to expand the audience.<\/p>\n<p>Bob \ud83d\ude09<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #404, from jimomura, 385 chars, Mon Jul  2 23:07:42 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: &#8220;Last Starfighter&#8221;<br \/>\n     I was going to try to buy the tape, but it was on TV tonight so<br \/>\nI recorded it instead.  Interesting to compare this against &#8220;Firefox&#8221;<br \/>\nwhich just happened to be on at the same time.  I was watching the<br \/>\nbattle sequences and corny though &#8220;Last Starfighter&#8221; is with the &#8220;Space<br \/>\nInvaders&#8221; style battle formation, they had a few really nice fight<br \/>\nscenes in it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #405, from bcapps, 521 chars, Mon Jul  2 23:10:38 1990<br \/>\nThis is a comment to message 396.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ner, to clarify, those should be image files to .GIF, but I&#8217;m sure you knew<br \/>\nthat!<br \/>\nAlso, I think that the .sbf files are compatible between architectures, but<br \/>\nif someone didn&#8217;t have Superbase (Pers. or Prof.) and an active interest in<br \/>\nanime, then they would have to buy Superbase (Hi, Precision, need more sales<br \/>\nreps?) or find someone with Superbase (Well, can we at least look at your<br \/>\nregistered customer db?) to port it over to one of the other formats.  I&#8217;m<br \/>\njust trying to reach the lowest common denominator here.<\/p>\n<p>Bob<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #406, from jimomura, 1566 chars, Mon Jul  2 23:26:39 1990<br \/>\nThis is a comment to message 403.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     GIF doesn&#8217;t work in *any* version of Superbase.  Even if I had a<br \/>\nconversion to that format, which I don&#8217;t, why should I bother?  Then<br \/>\nafter I&#8217;ve gone to all that trouble, everybody will have to convert it<br \/>\nto something useful anyway.  If everybody&#8217;s just going to end up doing<br \/>\nconversions, I might as well upload whatever I have.<\/p>\n<p>     As for ASCII files, I&#8217;m ahead of you.  I&#8217;ve long been uploading<br \/>\ndata files in &#8220;comma separated value&#8221; forms or forms that can be converted<br \/>\nto &#8220;comma separated value&#8221; forms.<\/p>\n<p>     More computers and software that I&#8217;m concerned with either use IFF<br \/>\ndirectly or have conversions than GIF.  That includes such esoteric<br \/>\nmachines as Sun Workstations and, I understand, Iris Workstations and<br \/>\nother major Unix machines.  I use IFF\/ILBM directly in Page Stream on<br \/>\nthe Atari ST.  MS-DOS machines use IFF files in Deluxe Paint and Page Stream<br \/>\nand have conversion programs to other formats available.  I&#8217;ve already<br \/>\nposted source code for a conversion from Imagewise digitizer format<br \/>\nto IFF\/ILBM that I wrote myself a while back.<\/p>\n<p>     IFF\/ILBM is about the best general purpose format standard I&#8217;ve<br \/>\nseen.  Not the header material, which is as good as any other format,<br \/>\nbut no better, but the actual &#8220;interleave bitmap&#8221; idea.  It&#8217;s rational,<br \/>\nfast for conversion to paged bitmap, fast to convert to word-per-pixel<br \/>\nstyle formats, and allows relatively minimal memory usage for serial<br \/>\nfilter style modules.  It even seems to compress better in some cases.<br \/>\nHaving written a few data converters and modifiers over the years,<br \/>\nI like the concept.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #407, from switch, 357 chars, Tue Jul  3 00:41:39 1990<br \/>\nThis is a comment to message 394.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nFor Amiga users, the program MultiView (and, I think PixMate)<br \/>\nwill allow for the viewing of NeoChrome and Degas files.  I _think_<br \/>\nthe MS-DOS program CShow will let you view all the mentioned formats,<br \/>\nbut I&#8217;m not sure.  I&#8217;m not even sure if it&#8217;s PD, shareware, or<br \/>\ncommercial, so I&#8217;ll have to check.<\/p>\n<p>Hijaak for MS-DOS will convert between all easily.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #408, from jimomura, 211 chars, Tue Jul  3 19:57:18 1990<br \/>\nThis is a comment to message 392.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nRe:  &#8216;adp_iw02.arc&#8217; Now Available<br \/>\n     This file completely replaces &#8216;adp_iw.arc&#8217; and has replacements<br \/>\nfor the defective Imagewise files.  Actually, not all of them were<br \/>\ndefective, but that&#8217;s besides the point.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #409, from jimomura, 581 chars, Tue Jul  3 20:06:27 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: &#8216;sharpbas.shr&#8217; now available<br \/>\n     Speaking of data conversions, I&#8217;ve decided to make this set of<br \/>\nshort BASIC programs available in this conference.  I wrote them some<br \/>\ntime ago and they were made available in the now defunct &#8216;canada&#8217;<br \/>\nconference.  The most useful is a UUDECODE program meant to help<br \/>\npeople get their first transfers done on a new computer.  Actually,<br \/>\nthat was the reason for the terminal program that&#8217;s also included<br \/>\nin this file set.  The idea was to be able to get some crossload<br \/>\ncapability working *fast* so you could get better programs to replace<br \/>\nthese.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #410, from ewhac, 65 chars, Wed Jul  4 05:13:55 1990<br \/>\nThis is a comment to message 404.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tI only wish they had turned off the Phong shading on the rocks.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #411, from bcapps, 1486 chars, Wed Jul  4 11:54:29 1990<br \/>\nThis is a comment to message 406.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHmm.  Maybe I wasn&#8217;t clear.  I was only recommending .GIF because just about<br \/>\nevery computer platform has a conversion utility for it, not because I<br \/>\nthought SB handled it.  That much I&#8217;m aware of, but I was only trying to<br \/>\nbroaden the potential audience to use these databases.<\/p>\n<p>Even with ASCII format, SB owners will have to set up the file and then<br \/>\nimport it.  Then with the images, if there in .IFF, then I don&#8217;t have to<br \/>\nconvert, but anyone with the MS-DOS version does.  Same for ST users.  Then<br \/>\nalong comes a fan who owns a C64 or an 4\/8\/1200 who would like to use the<br \/>\ndb.  Do they have utilities for converting .IFF?  Maybe.  What about Degas<br \/>\nor Neochrome or even .PCx?  Granted, even if they did convert them, a lot<br \/>\nof color info would be lost, but the bit-images would still be there.<br \/>\nI would like to see .IFF as the de facto standard outside of the Amiga<br \/>\nrealm, but thus far, it ain&#8217;t so.  Nor do I know if the other platforms<br \/>\nhave conversion utilities for it.  I do know that most platforms have a<br \/>\nconversion utility for .GIF, and that was why I suggested it.<\/p>\n<p>Perhaps you might consider releasing the images in separate archives, in a<br \/>\nfew (don&#8217;t want to make this a chore) formats.  Say 2 or 3, depending on<br \/>\nprobable user base, with one of those being .GIF for the other folks who<br \/>\ndon&#8217;t have a 16-bit or an MS-DOS machine.  If you released an .IFF version,<br \/>\nI would be happy and use it.  If you didn&#8217;t, then I would find some way<br \/>\nof converting it.  Where there&#8217;s a will&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #412, from jechard, 356 chars, Wed Jul  4 16:41:55 1990<br \/>\nThis is a comment to message 393.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYou&#8217;re probably right.  Since Zoetrope lacked overscan, I never even played<br \/>\nwith it.<\/p>\n<p>It would also be a Good Thing if any new animation program created ANIMS.<br \/>\nDV III will create an ANIM file if you need something that it cannot<br \/>\ncreate in realtime.  I find that to be a very slick feature.  Allows you<br \/>\nto touch up things w\/sparkles, stars, etc, in DPIII.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #413, from jimomura, 1971 chars, Wed Jul  4 18:55:57 1990<br \/>\nThis is a comment to message 411.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Well, this may or may not be controvercial, but as far as *this*<br \/>\nconference is concerned, and the materials I intend to post, I couldn&#8217;t<br \/>\ncare less about whether there&#8217;s ever a C-64 conversion.  The C-64<br \/>\nisn&#8217;t going to be able to use the information I upload to produce<br \/>\nanimation for useful presentations anyway.  And that&#8217;s the crux of<br \/>\nthe &#8220;usefulness&#8221; of GIF.  There are a lot of conversions *to* GIF<br \/>\nand nothing I know of *from* GIF.  You can&#8217;t do anything with a GIF<br \/>\nfile except look at it.  If I post a library of public domain &#8220;clip art&#8221;<br \/>\nin IFF or Degas format, everybody I know of with the upper end computers<br \/>\nwill be able to *use* that data.  I mean literally incorporate it<br \/>\neither directly or via a conversion, into their own work.<\/p>\n<p>     My basic philosophy about most of what I do on BIX is to make<br \/>\nit &#8220;valuable.&#8221;  It&#8217;s a question that&#8217;s always factored into what<br \/>\nI post in messages or upload.  As a moderator, I actual do consider<br \/>\nthe question &#8220;what can I do that can help people on BIX make money?&#8221;<br \/>\nSometimes it&#8217;s not obvious, other times it is.  This is one of those<br \/>\nsituations.  If I post files with IFF&#8217;s or Degas formats, I know<br \/>\nthat the *really* bright people will be think of methods of using<br \/>\nthe data.  They&#8217;ll think of the fact that they have access to a conversion<br \/>\nor a program that&#8217;ll take that file directly and the little light<br \/>\nbulb will flash in their minds and they&#8217;ll say &#8220;AH HAH!, Jim&#8217;s set<br \/>\nthis up so I can make money &#8212; he&#8217;s not just puttering around.&#8221;<\/p>\n<p>     Don&#8217;t think C-64 in this matter.  Think professional.  Think<br \/>\nSun Workstations, NeXTs, Personal Irises, CD-I, Mac II&#8217;s, yes, include<br \/>\nthe Amigas and the new Atari TT&#8217;s and upper end MS-DOS 386+ (forget<br \/>\nthe (286 toys).  In this topic I&#8217;m thinking about people who are<br \/>\ngoing to use computers to create heavy duty Pro level animation *first*.<br \/>\nEveryone else comes 2nd.  After all, everyone else has the *rest* of<br \/>\nBIX to cater to them.  Well, not exactly, but that&#8217;s the general idea.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #414, from ewhac, 264 chars, Wed Jul  4 19:03:10 1990<br \/>\nThis is a comment to message 413.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tI wouldn&#8217;t blow off the C-64 so quickly.  Yes, it&#8217;s dead technology,<br \/>\nbut there&#8217;s still zillions of the things out there, just waiting for some<br \/>\nkiller application that will encourage their owners to pull them out of the<br \/>\ncloset and turn them on again.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #415, from jimomura, 1099 chars, Wed Jul  4 20:25:08 1990<br \/>\nThis is a comment to message 414.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 414.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Yeah, but that&#8217;s not the point.  The point is that there&#8217;s no<br \/>\nway to make a C-64 program that&#8217;ll produce professional quality animation.<br \/>\nIt&#8217;s just not in the graphics capabilities.  Guys, you have to understand<br \/>\nwhat I&#8217;m up to with all this.  I want to start providing things<br \/>\nto help those who are working with computer animation, or want to,<br \/>\nstuff that will help them get ahead.  That way, when you&#8217;re all<br \/>\nrich and famous, thanks to the stuff you got from BIX, and the<br \/>\nelbow grease that you added on your own, you&#8217;ll figure that BIX<br \/>\nwas a very good deal indeed, and will keep on subscribing.  And<br \/>\nthat&#8217;s going to eventually get us who work for BIX enough money to<br \/>\npay for our cashew nuts too.<\/p>\n<p>     So, I want you guys to make money, and in the case of this<br \/>\nconference, I&#8217;m assuming you&#8217;re going to go out and make money doing<br \/>\ncommercial computer animation.  It may not work out that way in the<br \/>\nlong run, but that&#8217;s a workable concept for now.<\/p>\n<p>     So, tell me guys, what can I do that&#8217;ll help you make money?<br \/>\nAnd don&#8217;t tell me to post GIF pictures for you to gawk at and then<br \/>\nthrow away! \ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #416, from jimomura, 361 chars, Wed Jul  4 20:28:55 1990<br \/>\nThis is a comment to message 414.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     And don&#8217;t tell me to orient my thinking to accommodate C-64&#8217;s<br \/>\nbecause you&#8217;re not going to sell much you produce on a C-64 to<br \/>\nan ad agency or NBC or George Lucas.  If you want to go broke<br \/>\ntrying, go ahead, but I&#8217;m not going to worry about you because<br \/>\nif you&#8217;re completely broke from wasting your time, you aren&#8217;t going<br \/>\nto subscribe to BIX again anyway. \ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #417, from bcapps, 991 chars, Wed Jul  4 22:54:12 1990<br \/>\nThis is a comment to message 415.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAw geez!  You&#8217;re not going to post that series of flesh tones in motion?<br \/>\nDarn.  Just when I thought I was going to get some entertainment out of<br \/>\nBIX.  \ud83d\ude09<\/p>\n<p>I was not aware of your intention as to providing a valued service ala<br \/>\nprofessional animation platforms.  I mistakenly _assumed_ (yes, I admit it)<br \/>\nthat this was somewhat derived from your strong interest in anime along a<br \/>\nhobby-type scenario.  Not towards a professional reference tool, although<br \/>\nI figure there are some anime collectors who would part with many dollars<br \/>\nfor such a reference.  Well, maybe not too many, but look at the demand<br \/>\nfor the photo-history books of comic covers from the 30&#8217;s and 40&#8217;s vs.<br \/>\ntheir relative cost.  And also the plan for the older books to be available<br \/>\non microfiche.<\/p>\n<p>I understand where you&#8217;re coming from now.  I figure if someone on another<br \/>\nplatform who doesn&#8217;t have easy access to a conversion utility, who really<br \/>\nwould like to have the images, could probably figure out a way to get them.<\/p>\n<p>Bob<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #418, from s.johnson, 271 chars, Wed Jul 11 13:11:44 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Algorithms &#8230;<br \/>\nDoes anyone know where one can find more information on computer animation<br \/>\nalgorithms such as the ones that Animator and Grasp use to transform one<br \/>\npicture into another.<br \/>\nAny suggestions\/pointers would be much appreciated.<br \/>\nThanks in advance<br \/>\nscott<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #419, from jimomura, 143 chars, Wed Jul 11 15:20:10 1990<br \/>\nThis is a comment to message 418.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 418.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     There are a few programs around called &#8220;Animator&#8221;.  Which one<br \/>\nare you talking about?  Also, what&#8217;s Grasp and what computer are<br \/>\nyou using.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #420, from hmccracken, 140 chars, Wed Jul 11 18:04:47 1990<br \/>\nThis is a comment to message 419.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nGrasp is an animation package by Paul Mace Software for the IBM PC.<br \/>\nSo I&#8217;d guess the &#8220;Animator&#8221; in question is Autodesk Animator.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #422, from jimomura, 164 chars, Wed Jul 11 21:10:03 1990<br \/>\nThis is a comment to message 420.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Is it a page flip style animation program?  If it is, then the<br \/>\n&#8220;algorythm&#8221; is very simple.  You stuff the registers with the<br \/>\nvalues to point to the next page.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #423, from hmccracken, 76 chars, Wed Jul 11 23:03:36 1990<br \/>\nThis is a comment to message 422.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI dont realy know anything about Grasp other than its existence.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #424, from jim_kent, 490 chars, Thu Jul 12 05:03:44 1990<br \/>\nThis is a comment to message 418.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIf you want to transfer a line-oriented picture from one shape to<br \/>\nanother look for references to &#8220;inbetweening&#8221; and &#8220;tweening&#8221;.  NYIT<br \/>\nwas the first to publish anything on this technique as far as I know.<\/p>\n<p>What do you need it for and what computer\/language are you working on?<\/p>\n<p>Transforming pixel oriented pictures into each other is another thing<br \/>\nentirely.   It&#8217;s pretty easy to make one image dissolve into another,<br \/>\nbut to make a tadpole look like it&#8217;s growing into a frog is not so easy.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #425, from jstivaletta, 258 chars, Thu Jul 12 08:09:48 1990<br \/>\nThis is a comment to message 423.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI believe Grasp is similar to the Director on the Amiga.  Autodesk Animator<br \/>\nis written by Jim Kent (I think) who also wrote Aegis Animator( I hope I<br \/>\ngot all the facts right,  my brain feels fuzzy this morning and I do not<br \/>\nhave the time to do any research.)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #426, from jimomura, 384 chars, Thu Jul 12 14:53:21 1990<br \/>\nThis is a comment to message 425.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Yes.  Jim Kent wrote both Autodesk Animator and Aegis Animator.<br \/>\nBut Aegis Animator is based on a completely different approach to<br \/>\nanimation.  It&#8217;s an &#8220;object oriented&#8221; animation whereas Autodesk<br \/>\nAnimator is a straight forward page-flip animation with paint interface.<br \/>\nBut nobody seems to be sure about what Grasp is exactly, so the<br \/>\noriginal question is still meaningless for me.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #427, from jimomura, 505 chars, Wed Jul 18 14:07:45 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Don Bluth<br \/>\n     I&#8217;m reading the June 1990 issue of ACE Magazine which is a British<br \/>\ngame magazine.  This issue is heavily into CD ROM coverage, but there&#8217;s<br \/>\nan interesting article on Don Bluth.  The range of machines he&#8217;s developing<br \/>\nfor include Spectrum, C-64, CPC, ST, Amiga, PC, Nintendo, Sega, Macintosh,<br \/>\nApple IIGS, Gameboy, Fujitsu FM-Towns, NEC PC Engine, and CD-I.<\/p>\n<p>     For animation productions Bluth is using Silicon Graphics workstations<br \/>\nrunning Wavefront and Soft Image software packages.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #428, from hmccracken, 113 chars, Wed Jul 18 23:07:04 1990<br \/>\nThis is a comment to message 427.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nInteresting&#8230;Does the article mention if this work is being<br \/>\ndone in the U.S., Ireland, or elsewhere?<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #429, from hmccracken, 268 chars, Wed Jul 18 23:11:39 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Be on the lookout for a *Very* cute computer-animated<br \/>\nTropicana spot that&#8217;s now airing.  It&#8217;s something that could<br \/>\nhave been done quite well in cel animation, but the computer<br \/>\nwork (which is restrained and non-flashy) gives it a very<br \/>\nappealing look.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #430, from jimomura, 325 chars, Wed Jul 18 23:17:11 1990<br \/>\nThis is a comment to message 428.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     That&#8217;s not entirely clear but it seems to be implied.  They mention<br \/>\nthat &#8220;[t]he 45000 square foot Sullivan Bluth Studio in Dublin was opened<br \/>\nin 1986 and that his first totally in-house game is slated for 1991 and<br \/>\nthat this is done from the Dublin studio, but it&#8217;s possible that there are<br \/>\nother facilities also involved.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #431, from hmccracken, 264 chars, Thu Jul 19 00:23:54 1990<br \/>\nThis is a comment to message 430.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI wondered partially because of the several Bluth games that have<br \/>\nbeen licensed products done by others.  But Sullivan-Bluth seems<br \/>\nvery eager to expand on several fronts: this one, and their Los<br \/>\nAngeles branch which is doing *a lot* of commercial work.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #432, from jechard, 67 chars, Thu Jul 19 22:53:51 1990<br \/>\nThis is a comment to message 426.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI believe the gentleperson is inquiring about tweening algorithms.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #433, from jimomura, 62 chars, Fri Jul 20 11:36:21 1990<br \/>\nThis is a comment to message 432.<br \/>\nThere are additional comments to message 432.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     In that case Jim Kent&#8217;s response should cover his needs.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #434, from jimomura, 2555 chars, Fri Jul 20 12:01:44 1990<br \/>\nThis is a comment to message 432.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     Let me take a moment and say something about requesting information<br \/>\non online systems:<\/p>\n<p>     First, I think that most people who are new to online systems<br \/>\ndon&#8217;t know how to use them.  BIX in particular seems to have attracted<br \/>\na number of people who have called, not knowing what to expect and<br \/>\noften without experience in such areas.  There are two ways to derive<br \/>\nvalue from online systems.  First, you get what&#8217;s already there.  That&#8217;s<br \/>\nsimply reading messages that exist due to others and downloading files<br \/>\nothers have posted.  Second, you *ask* for things that aren&#8217;t there.<br \/>\nAs a &#8216;moderator&#8217;, I appreciate this much more than people realize<br \/>\nbecause it helps me determine what direction a conference should<br \/>\nbe going!  It is *very* important feedback.  I appreciate people who<br \/>\npost questions *much* more than people who just sit back and read<br \/>\nwhat&#8217;s here.  I&#8217;m sure most moderators feel likewise.  There&#8217;s<br \/>\na third function wherein you answer questions and provide download<br \/>\nfiles &#8212; yes that benefits *you* as well as the people who download<br \/>\nthem, but it&#8217;s less direct.  But let&#8217;s discuss the *asking* of<br \/>\nquestions a bit more.<\/p>\n<p>     The first time you ask a question, it&#8217;s quite often poorly<br \/>\nstated.  It is not uncommon for me to ask for some clarification<br \/>\nbefore I go trundling off to look for an answer, and yes, I often<br \/>\n*do* make a special effort to research answers I post on BIX.  I<br \/>\ndo a bit less research than I used to, but I still do more legwork<br \/>\nthan people realize.  If I ask for a clarification and none comes,<br \/>\ndespite the fact that the person who asked the question has been<br \/>\non BIX since I asked for the clarification, what should I see from<br \/>\nthis?  Well, as far as I&#8217;m concerned, if I asked for clarification<br \/>\nand none comes, the first thing I conclude is that the person was not<br \/>\nreally interested in his\/her question.  As such, I might as well drop<br \/>\nthe matter, unless I find it particularly of personal interest.<br \/>\nThe second thing is that since the person is not interested and has<br \/>\nnot even said that s\/he is not particularly concerned with it &#8220;and<br \/>\nthank you for your concern&#8221;, that the person is not particularly<br \/>\npolite.  I have not ignored his\/her question, but s\/he has ignored<br \/>\nmine.  That&#8217;s rude.  But in general, I don&#8217;t hold it against people<br \/>\nbecause more often it&#8217;s just clumsiness, which is probably nobody&#8217;s<br \/>\nfault.  But it&#8217;s something to keep in mind.  Ask questions!  In fact,<br \/>\nask *lots* of questions!  But be aware that some of us will actually<br \/>\ngo out of our way to provide the answers sometimes, so be appreciative<br \/>\nof responses.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #435, from ewhac, 241 chars, Thu Aug  9 07:11:34 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Disney Presents: The Animation Studio<\/p>\n<p>\tIt&#8217;s finally shipped.  It&#8217;s on shelves.  People are actually getting<br \/>\nit in to their hot little hands.  Reaction so far seems to be favorable.<\/p>\n<p>\tIf you have any questions, just ask.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #436, from switch, 92 chars, Thu Aug  9 18:46:50 1990<br \/>\nThis is a comment to message 435.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOh, h, good.  Now I get to play with it next year&#8230; <rubbing toasty little hands...><\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #437, from mpower, 615 chars, Sat Aug 18 22:15:39 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Animation Studio<br \/>\nI am wondering if A.S. does strictly anim opt5 format or if it can make<br \/>\nuse of Animator morphic animation. I am also wondering if the two can be<br \/>\na) combined without genlocking,ie with software, and b)converted one to<br \/>\nthe other. I own several animation packages, most with opt5 format but<br \/>\nwith Animator I crash badly when attempting to get one on top the other.<br \/>\nIf it is a structured image, like in cad, can&#8217;t it bea foreground image<br \/>\nwith an opt5 anim going on in the background? If Disney is strictly a<br \/>\ncel animation studio, what features make metamorphic-like transitions<br \/>\neasier to create?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #438, from hmccracken, 219 chars, Sun Aug 19 00:49:10 1990<br \/>\nThis is a comment to message 429.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nJust found out that that Tropicana commercial looks so much<br \/>\nlike a John Lasseter work because&#8230;it is a John Lasseter<br \/>\nwork.  He&#8217;s working on commercials now, which will at<br \/>\nleast make his stuff easier to find.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #439, from tshim, 329 chars, Sun Aug 19 15:08:27 1990<br \/>\nThis is a comment to message 438.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI completely missed this message &#8212; I mentioned this ad to someone in main,<br \/>\nI believe.<\/p>\n<p>The ad is unbelievably restrained, so much so that I actually thought it<br \/>\nwas cel-animation, and then stop motion.  But the movements gave away the<br \/>\ncomputer geneticity.  Excellent use of what computers can indeed do, without<br \/>\nlooking &#8220;weird.&#8221;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #440, from jmallard, 492 chars, Sun Aug 19 21:57:42 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Siggraph &#8217;90<br \/>\nDid any of you get down to Siggraph in Dallas, Texas a couple of weeks ago.<br \/>\nI did myself and saw several PC based programs that I was really impressed<br \/>\nwith. Most notably was Autodesk Animator as well as a program for the Mac<br \/>\ncalled Electric Image. I am mostly interested in Autodesk Animator as a<br \/>\n>possible replacement for my current software. Is there anyone<br \/>\n&#8220;out there&#8221; who has any experience with this program? I would like to talk<br \/>\nto you about it if anyone has it. <\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #441, from hmccracken, 208 chars, Sun Aug 19 23:25:01 1990<br \/>\nThis is a comment to message 440.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWell, Jim Kent, the program&#8217;s author, is online here on BIX as<br \/>\nJim_Kent and drops by the animation conference from time to<br \/>\ntime.  And you should be able to find lots of other folks who<br \/>\nuse it, too.<br \/>\n &#8211; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #442, from ewhac, 293 chars, Tue Aug 21 05:19:15 1990<br \/>\nThis is a comment to message 437.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tThere are no automatic morphing features in DP:TAS;  it only supports<br \/>\nop-5 ANIM files (in addition to ILBM and CFAST files).<\/p>\n<p>\tI think I heard about a program somewhere that would take an Aegis<br \/>\nAnimator file and turn it into an op-5 file.  Jim Kent might know more about<br \/>\nthat&#8230;<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #443, from jim_kent, 125 chars, Tue Aug 21 21:59:35 1990<br \/>\nThis is a comment to message 442.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nEr, Zoetrope has a program that&#8217;ll convert Aegis Animator files to<br \/>\nRIF files, and another program that converts RIF to ANIM.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #444, from ewhac, 19 chars, Wed Aug 22 04:34:24 1990<br \/>\nThis is a comment to message 443.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tSimple.\t\t\t\t\t\t\t\ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #445, from dbartz, 428 chars, Thu Aug 23 10:00:58 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: bitmap animation<br \/>\nGreetings!<\/p>\n<p>I&#8217;m working on a project where I need to move one bit map behind<br \/>\nanother.  An example of what I&#8217;m trying to do is move a bird<br \/>\nthrough the sky: it comes out of one cloud, is visible for a moment,<br \/>\nand then goes behind another cloud.  The clouds are fixed.<\/p>\n<p>I&#8217;m in an MS-DOS environment using Microsoft C 6.0 &#8211; trying to use<br \/>\n_getimage and _putimage.<\/p>\n<p>Thanks, in advance, for your help!<\/p>\n<p>dbartz<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #446, from ewhac, 583 chars, Fri Aug 24 02:48:54 1990<br \/>\nThis is a comment to message 445.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n> MS-DOS environment<\/p>\n<p>\tOOoooo.  Gruesome.<\/p>\n<p>\tCheck to see if those image calls do &#8220;stenciling,&#8221; that is, specifying<br \/>\na mask describing only those bits to be touched.<\/p>\n<p>\tSay you have a circle.  You don&#8217;t want to blast the whole rectangle<br \/>\nwith your image of the circle, you just want to put the bits of the circle<br \/>\ndown and leave the rest alone.  A stencil, or mask, plane lets you do this.<\/p>\n<p>\tAfter that, you&#8217;d use the painter&#8217;s algorithm to render the image<br \/>\nand display it.  If your system is fast enough (25 MHz 386), you might be<br \/>\nable to get away without double-buffering.<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #448, from dbartz, 1439 chars, Fri Aug 24 10:11:40 1990<br \/>\nThis is a comment to message 446.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nthanks for the info! i haven&#8217;t done this type of thing<br \/>\nsince 1984 and then it was in mode 6 (640&#215;200 2 color) and we didn&#8217;t<br \/>\nhave to go behind clouds :-).  I&#8217;m working on a<br \/>\nconversion of some programs that exist for Apple IIGs.  The<br \/>\ntarget machines are tandy 1000&#8217;s and IBM model 30&#8217;s and 25&#8217;s. &#8211;<br \/>\nthe turtles of the MS-DOS world (and I don&#8217;t mean flo and eddie!).<\/p>\n<p>The MSC GET and PUT function don&#8217;t have the ability to<br \/>\naccept a mask, so it sounds like a bit of low level work to<br \/>\ndo the &#8220;stenciling.&#8221;  If I understand you correctly, the mask<br \/>\nwould be ANDed with the background and if the result said<br \/>\n&#8220;rectangle(clouds)&#8221; it would go 0 and then when ANDed with<br \/>\nthe circle(bird) that part of the circle(bird) would go 0? correct?<\/p>\n<p>What is the painter&#8217;s algorithm, and in what reference might<br \/>\nthat be found?<\/p>\n<p>Is &#8220;double-buffering&#8221; when you have two alternating video pages<br \/>\nand write to the hidden page to avoid flicker?  If so, the target<br \/>\nmode (at least on the IBM is 320&#215;200 x 256 color) is only ONE VIDEO<br \/>\nPAGE!  Rats &#8211; I&#8217;m striking out all over!<\/p>\n<p>I just tried Carmen SanDiego in CGA mode 4\/5 (320&#215;200,4 color,1 video page)<br \/>\nand they have some smooth scrolling bit maps going from left to right.<br \/>\nHow do you suppose they get such smooth scrolling on such lame equipment?<br \/>\nIt does move to and from the borders of a window.  Do you think they use<br \/>\nsome sort of clipping?<\/p>\n<p>&#8230; back to the jungle!<\/p>\n<p>thanks for whatever help you can offer.<br \/>\ndbartz<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #449, from jim_kent, 541 chars, Fri Aug 24 10:44:20 1990<br \/>\nThis is a comment to message 448.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThere&#8217;s a nice EGA\/VGA mode &#8211; 640&#215;350 16 color &#8211; that does let you<br \/>\ndouble buffer.  For 256 color modes on the VGA (but not the MCGA)<br \/>\nyou _can_ double buffer.  That&#8217;s the good news.  The bad news is<br \/>\nthat it&#8217;s a little gnarly and in some cases my slow down the animation.<br \/>\nIn any case it will certainly make the code for the screen more complex.<br \/>\nSee if you can get a hold of back issues of Michael Abrash&#8217;s column<br \/>\nin Programmers Journal for more info.  If you can find it on the<br \/>\nnewstand they&#8217;ve got anthologies of his stuff available on disk.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #450, from dbartz, 81 chars, Fri Aug 24 17:05:57 1990<br \/>\nThis is a comment to message 449.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 449.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ndoes anyone have a telephone number or address for programmer&#8217;s journal?<br \/>\nthanks!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #451, from jim_kent, 24 chars, Fri Aug 24 21:15:23 1990<br \/>\nThis is a comment to message 450.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ve got (800) 747-0800<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #452, from jstivaletta, 129 chars, Sat Aug 25 12:44:53 1990<br \/>\nThis is a comment to message 449.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI seem to remember seeing a book by him on video programming.  You should<br \/>\nbe able to find in any good computer book store.<\/p>\n<p>\tJoe<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #453, from dbartz, 316 chars, Tue Aug 28 21:17:10 1990<br \/>\nThis is a comment to message 451.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nCurses, foiled again!  That number produces &#8220;Home Protection&#8221; from the<br \/>\n(914) area code.  do you have a non 800 number?  I&#8217;ve recently picked up<br \/>\nRichard Wilton&#8217;s book PC &#038; PS\/2 video systems (on MS press) which looks<br \/>\nike it might hold some answers.  still looking for the book that was<br \/>\npreviously mentioned.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #454, from jim_kent, 277 chars, Wed Aug 29 01:53:25 1990<br \/>\nThis is a comment to message 453.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 453.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe Wilton Book is a good thing to have around.   Still there&#8217;s a lot<br \/>\nof info in the Abrash columns you won&#8217;t find there.  Let&#8217;s see, try<br \/>\n(503) 747-0800.  Also here&#8217;s the address for business and editorial<br \/>\n\tProgrammer&#8217;s Journal<br \/>\n\t150 North 4th St.<br \/>\n\tSpringfield, OR 97477-5454<br \/>\n,<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #455, from dbartz, 32 chars, Wed Aug 29 08:11:30 1990<br \/>\nThis is a comment to message 454.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nbeautiful! thanks for the help!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #456, from tshim, 60 chars, Fri Aug 31 20:13:35 1990<br \/>\nThis is a comment to message 453.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHave you tried 1-800-555-1212 and asked for PC Programming?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #457, from vwalveranta, 795 chars, Mon Sep 10 18:55:30 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: TrueVision<br \/>\nDoes anyone have experiences with TrueVision TARGA\/TARGA+\/HORIZON boards?<br \/>\nI&#8217;m starting a graphical animation company (heh, just one employee, me \ud83d\ude42<br \/>\nin Finland (where I&#8217;m located) next spring. I&#8217;ve been browsing about the<br \/>\nequipment, and ended up with TrueVision. With Targa+\/Horizon<br \/>\ncombination I&#8217;m capable of producing pro-level animation (frame-by-frame<br \/>\nbasis) on *relatively* unexpensive equipment (i486\/33MHz&#8230;), at least<br \/>\nwhen compared to the high-end WorkStations like Iris by SGI or Pixar \ud83d\ude42<br \/>\nNow, if someone would have any comments on the mentioned equipment and\/or<br \/>\nthe software to be used with Targa\/Horizon, for instance, Crystal Graphics&#8217;<br \/>\nCrystal 3D, Lumena or Inscriber, I&#8217;d find that very helpful for making the<br \/>\nfinal decision on the equipment\/software.<\/p>\n<p>-Willy-<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #458, from hmccracken, 419 chars, Sun Nov 11 22:40:31 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Check out the current issue of _Personal Publishing_ magazine<br \/>\nfor an interesting article on how Harvey Comics (the publishers of<br \/>\nCasper, Hot Stuff, et al) is storing artwork on optical disk, doing<br \/>\ncomputerized coloring, and introducing other high-tech techniques to<br \/>\ntheir business.  It&#8217;s the cover story; I was a bit discombobulated<br \/>\nto see Casper smiling at me from a magazine in the computer section.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #459, from aturn, 90 chars, Sun Nov 11 22:47:08 1990<br \/>\nThis is a comment to message 458.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tDC Comics has been doing computerized coloring on some of<br \/>\ntheir books for a year or two.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #460, from switch, 104 chars, Mon Nov 12 19:43:26 1990<br \/>\nThis is a comment to message 459.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYeah &#8211; and it seems to all be by Steve Oliff (who also does Akira).  Man,<br \/>\nthat guy is everywhere!<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #461, from fmartini, 318 chars, Fri Nov 16 11:28:14 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Animations on VHS<br \/>\nI&#8217;m trying some animations with Animator, and I&#8217;d like to<br \/>\ntransfer the (poor) results on VHS tape.<br \/>\nI need some advice on which is the easier (and cheaper!)<br \/>\nway to accomplish this task, i.e. converting signals from<br \/>\nVGA to VHS-Pal (I&#8217;m in Europe).<br \/>\nMany thanks in advance for the help.<br \/>\nfmartini<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #462, from switch, 203 chars, Thu Nov 22 01:10:25 1990<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Montreal Computer Film Festival &#8217;90<br \/>\nJust posted a summary of the opening night of Le Festival International<br \/>\ndu Film par Ordinateur de Montreal &#8217;90 in animation\/long.messages<br \/>\n#35.  Have fun!<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #463, from switch, 269 chars, Wed Dec  5 01:15:25 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: TTitle60.LZH<br \/>\nPeople with Amigas interested in subtitling might want to check<br \/>\nrjenks&#8217; &#8216;ttitle60.lzh&#8217;, now available in animation\/listings.<br \/>\nEasy to use and, from my ten minutes of experience, fairly complete<br \/>\nfor simple titling of foreign films and the like.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #464, from dquick, 81 chars, Thu Dec  6 00:27:06 1990<br \/>\nThis is a comment to message 463.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 463.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYou might also want to link that to the amiga\/listings area as well.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #465, from switch, 26 chars, Thu Dec  6 10:13:29 1990<br \/>\nThis is a comment to message 464.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAlready done, Dave.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #466, from dquick, 55 chars, Thu Dec  6 22:56:11 1990<br \/>\nThis is a comment to message 465.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI probably should&#8217;ve known, Emru.  Thanks.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #467, from jays, 145 chars, Tue Dec 18 18:45:09 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Macromind<br \/>\nLooking for Macromind director users interested in sharing<br \/>\nideas and tips. Where in this conference should I look<br \/>\n-Jay Sullivan<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #468, from hmccracken, 362 chars, Tue Dec 18 20:10:14 1990<br \/>\nThis is a comment to message 467.<br \/>\nThere are additional comments to message 467.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYou&#8217;re in the right place in this conference, although this topic<br \/>\nhas been rather sleepy lately.  I&#8217;d like to see some discussion<br \/>\nof MacroMind Director; it seems like a neat product from what<br \/>\nI&#8217;ve seen (a demo by Marc Cantor).<\/p>\n<p>I believe that we have at least one user of the package here &#8212;<br \/>\nJim Shook &#8212; and maybe he&#8217;ll give you some comments on it.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #469, from jshook, 75 chars, Tue Dec 18 23:28:25 1990<br \/>\nThis is a comment to message 467.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI have been working with Director for the past six months or so.<br \/>\nI&#8217;m here.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #470, from reviews5, 1425 chars, Sun Dec 30 13:52:22 1990<br \/>\nThis is a comment to message 457.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n>RE: vwalveranta&#8217;s msg concerning Truevision products (#457 Sep 10\/90)<\/p>\n<p>I know this is probably a little late but this info might help. I only<br \/>\nrecently stumbled accross this conference (have been hanging out in photo).<\/p>\n<p>You might want t o check out my review of TARGA+ adapters in the January 91<br \/>\nissue of BYTE. I&#8217;m pretty impressed with the new features that Truevision<br \/>\nhas added to the `plus&#8217; series. Also for Mac enthusiasts\/animators they mfg<br \/>\nthe NuVista+ adapter which has all of the same features as discussed in the<br \/>\nreview.<\/p>\n<p>Regarding animation software to be used with these boards, TOPAS from<br \/>\nAT&#038;T-GSL (Graphics Software Labs) is the AT&#038;T release of Crystal 3D and<br \/>\nis available in a module format. You can build software modules (starting<br \/>\nfrom simple 3D modeling\/rendering to full blown pro animation using a<br \/>\nDiaQuest controller card and a single-frame insert-editing VTR). Prices<br \/>\nstart around $2k for TOPAS. I&#8217;ve used the animation version for about<br \/>\ntwo years now.<\/p>\n<p>AutoDesk&#8217;s new 3D Studio costs about $2500 and renders to TARGA or GIF. <\/p>\n<p>BIG D from Graphics Software, Inc. is around the $1k mark and is a true<br \/>\nraytracer and renders to various size TGA or PCX files. It has frame by<br \/>\nframe rendering and object\/movement interpolation.<\/p>\n<p>I&#8217;ve generated a number of images and AutoDesk Animator .FLI animations<br \/>\nfrom all three of these packages. They can be found in the photo conference&#8217;s<br \/>\nlistings area. &#8211; Greg Loveria<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #471, from hmccracken, 44 chars, Sun Dec 30 18:24:56 1990<br \/>\nThis is a comment to message 470.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThanks for the information, Greg.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #472, from kcrowther, 183 chars, Sun Dec 30 22:41:36 1990<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Computer artists<br \/>\nDoes anyone know the going rate for a computer artist to do simple<br \/>\n(5-7 frame) animation? How long does it take to do the 5-7 pcx&#8217;s?<br \/>\n   Thanks,<br \/>\n      Karen C.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #473, from kermitwoodall, 215 chars, Mon Dec 31 20:56:15 1990<br \/>\nThis is a comment to message 472.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nKaren,<\/p>\n<p>Animation rates vary wildly. Locally it can range from $5 a frame to $10 a<br \/>\nframe. A local Amiga artist charges $25 for a handdrawn Amiga picture. I<br \/>\ncharge $5 a picture for simply scanning or framegrabbing.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #474, from jays, 268 chars, Wed Jan  2 11:10:25 1991<br \/>\nThis is a comment to message 469.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHi: Glad I&#8217;m in the right place for Macromind. I&#8217;ve been using<br \/>\nit for about 3 mos and have been attending IICS meetings in the San Francisco<br \/>\nBay Area. My company is using it for interactive training. Let&#8217;s get<br \/>\na dialogue going. I have many questions! : Jay Sullivan.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #475, from kcrowther, 429 chars, Thu Jan  3 23:07:55 1991<br \/>\nThis is a comment to message 473.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nDoes that mean that to have someone create from nothingness the<br \/>\n5 or six frames needed for a sprite animation it would take<br \/>\n6*$25? (!)<\/p>\n<p>Also &#8211; What PC paint program is recommended for creating animation<br \/>\n(background, sprites, etc&#8230;)  <\/p>\n<p>I might be using sprite incorrectly &#8211; I mean something that changes<br \/>\nshape to indicate movement by doesn&#8217;t fill the whole screen.<br \/>\n(like  a figure walking)<\/p>\n<p>   Thanks for all help!<\/p>\n<p>    Karen C.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #476, from jim_kent, 752 chars, Fri Jan  4 01:06:41 1991<br \/>\nThis is a comment to message 475.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI imagine what you get paid per frame depends very much on what&#8217;s<br \/>\nin the frame and who&#8217;s paying you.   A computer artist on salary<br \/>\nshould get at least 20K\/year, and on contract at least $15.00\/hr.<\/p>\n<p>PC paint programs?   Actually Deluxe Paint Animation and the Autodesk<br \/>\nAnimator are both combination paint\/animation programs that&#8217;d probably<br \/>\nbe better than a straight paint program _if_ you can live with their<br \/>\n320&#215;200 256 color resolution limits.    Autodesk Animator seems to be<br \/>\nmore popular, which is lucky for me!   <\/p>\n<p>For other resolutions there are a number of paint programs &#8211; TIPS and<br \/>\nLumena for the true-color systems,  Deluxe Paint Enhanced and PC Paintbrush<br \/>\nfor cards with less colors.   What video card is the artwork supposed<br \/>\nto be on?   VGA?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #477, from kcrowther, 620 chars, Fri Jan  4 20:29:23 1991<br \/>\nThis is a comment to message 476.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nvarious ega vga resolutions.  Right now I&#8217;m doing a program in 16 color<br \/>\nEGA mode 10.<\/p>\n<p>What functions does Deluxe Paint Animation and Autodesk Animator (do)<br \/>\nhave that PC Paint does not have?<\/p>\n<p>I read (I think) that Delux Paint can vectorize scanned imaged.  Does<br \/>\nthis mean that it will print out a list of x,y coordinates that I could<br \/>\nuse to draw the scanned image?  This seems like a real savings on simple<br \/>\nimages and an easy way to be able to display images in any mode.  (just<br \/>\ndraw the outlines and floodfill &#8211; scaling the x,y coords to the resolution,<\/p>\n<p>As you can tell I am not talking great art here.<\/p>\n<p>      Karen C.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #478, from jim_kent, 306 chars, Fri Jan  4 22:56:30 1991<br \/>\nThis is a comment to message 477.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe main advantage of the animation programs is operating with more<br \/>\nthan one frame.  You can preview your animation by hitting a button,<br \/>\ngo tweak a pixel, play it again, etc.<\/p>\n<p>What spatial resolution is EGA mode 10?<\/p>\n<p>I&#8217;ve never heard that Deluxe Paint can vectorize scanned images.<br \/>\nCorel Draw does though.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #479, from kcrowther, 73 chars, Sat Jan  5 12:42:39 1991<br \/>\nThis is a comment to message 478.<br \/>\nThere are additional comments to message 478.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n640&#215;480.  You&#8217;re right.  It was Corel Draw I was thinking of.<br \/>\n  Karen C.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #480, from switch, 60 chars, Sun Jan  6 15:01:32 1991<br \/>\nThis is a comment to message 478.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSay, Jim, are you working on a new Autodesk Animator?<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #481, from jim_kent, 40 chars, Sun Jan  6 23:50:29 1991<br \/>\nThis is a comment to message 480.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYep,  for the last year or so actually.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #482, from switch, 40 chars, Mon Jan  7 10:29:54 1991<br \/>\nThis is a comment to message 481.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAny word on new planned features?<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #483, from jim_kent, 122 chars, Mon Jan  7 17:13:17 1991<br \/>\nThis is a comment to message 482.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI like to keep it all secret until they start selling it.  (Too much<br \/>\nvaporware in this industry without my help.  <grin>)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #484, from davemackey, 359 chars, Wed Jan  9 19:19:35 1991<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Computerized &#8220;Tomatoes&#8221;<br \/>\nMarvel Productions has subcontracted the animation for next<br \/>\nseason&#8217;s 13 episodes of &#8220;Attack Of The Killer Tomatoes&#8221; to<br \/>\nAmerican Film Technologies of Wayne, Pennsylvania, who will use<br \/>\ncomputer animation techniques to produce the episodes from<br \/>\nMarvel&#8217;s storyboards, layouts and soundtrack.<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #485, from switch, 70 chars, Tue Feb 12 12:28:06 1991<br \/>\nThis is a comment to message 463.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIncidentally, TurboTitle is now up to version .73 in \/listings.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #490, from bquerry, 604 chars, Sat Jun  1 13:27:08 1991<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Deluxe Paint Anim. Player<br \/>\nDoes anyone know of a freeware\/shareware Deluxe Paint Animation playback<br \/>\nprogram? I would like to include some animations in a product we sell<br \/>\nand the DPA PLAY.EXE is for non-commercial use only? There seems to be no<br \/>\nway of getting permission to distribute PLAY.EXE commercially. Ideally I<br \/>\nwould pay a one-shot (hopefully not expensive) license fee for a player<br \/>\nprogram. Failing that, any specs on what&#8217;s in the .ANM files and how<br \/>\nthe playbacks are done? I will write my own player if I can get the specs.<\/p>\n<p>(BTW- This is for the MS-DOS version of Deluxe Paint Animation)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #491, from sje, 1710 chars, Wed Jul 10 20:24:50 1991<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n==========<br \/>\nmicrobytes\/items #1679, from microbytes, 1610 chars, Wed Jul 10 17:36:17 1991<br \/>\n&#8212;&#8212;&#8212;-<br \/>\nTITLE: Renderman Meets Mickey: Pixar to Make Movie for Disney<\/p>\n<p>Pixar, the Academy Award-winning animator and graphics-software<br \/>\ncompany, has been selected by Walt Disney Studios to produce a<br \/>\nfeature-length animated film, Microbytes Daily has learned. The<br \/>\nfilm will be developed and generated using computers and,<br \/>\npresumably, Pixar&#8217;s rendering software.<\/p>\n<p>Pixar spokesperson Pam Kerwin confirmed the project but said<br \/>\ndetails are still in the works. &#8220;Because the prinicpals are<br \/>\ncurrently in Europe, the i&#8217;s haven&#8217;t been dotted and the t&#8217;s<br \/>\naren&#8217;t crossed yet,&#8221; she said. &#8220;We have been hoping to make a<br \/>\nformal announcement on Thursday.&#8221;<\/p>\n<p>Kerwin would not go into specifics but said that a rumored $50<br \/>\nmillion fee for Pixar was &#8220;way out of line. In any case, we<br \/>\ndon&#8217;t break out specific items like that.&#8221;<\/p>\n<p>There has been concern within the computer-graphics community<br \/>\nthat recent layoffs at Pixar (Redwood City, CA) spelled doom<br \/>\nfor the company, which has established itself as one of the<br \/>\nleaders in computer animation and image rendering. But Kerwin<br \/>\ndisputed the rumors of Pixar&#8217;s difficulties. &#8220;We&#8217;ve been<br \/>\nprofitable the last few months; and our newest products &#8212;<br \/>\nMacRenderman 1.1 and Showplace &#8212; have been a runaway hit with<br \/>\nretailers. We&#8217;ve been swamped with orders for both since their<br \/>\nintroduction.&#8221;<\/p>\n<p>Kerwin was less forthcoming when asked about the subject of the<br \/>\nupcoming film and the hardware that would be used to produce<br \/>\nit. &#8220;Let&#8217;s just say that people who know Pixar&#8217;s work [like the<br \/>\nAcademy Award-winning short film Tin Toy] will know what to<br \/>\nexpect,&#8221; she said.<\/p>\n<p>                       &#8212; Larry Loeb<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #492, from hmccracken, 622 chars, Thu Jul 11 10:21:24 1991<br \/>\nThis is a comment to message 491.<br \/>\nThere are additional comments to message 491.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThis sounds like good news for Pixar, Disney, and animation fans.<br \/>\nI&#8217;ve heard that this film will be directed by John (_Tin Toy_,<br \/>\n_Knickknack_, _Luxo Jr._) Lasseter and will star Tinny, the<br \/>\ncharacter from Tin Toy.  It&#8217;s appropriate that Lasseter should<br \/>\nbe involved, since almost ten years ago he was involved with<br \/>\nDisney&#8217;s computer-animated test animation for an adaptation<br \/>\nof _Where the Wild Things Are_ that was done in conjunction with<br \/>\nMAGI, the predecessor of Pixar. (Actually, I shouldn&#8217;t say that<br \/>\nit was computer-animated; it was hand-drawn animation with<br \/>\ncomputerized cel-painting and background effects.)<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #493, from adunkin, 156 chars, Thu Jul 11 21:23:56 1991<br \/>\nThis is a comment to message 491.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nPixar is a very good computer-generation-arts firm &#8230; I saw a couple of<br \/>\nshort feature-length films by them, and all are very very good.<\/p>\n<p> &#8212; Alan Dunkin<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #494, from hmccracken, 572 chars, Thu Sep 19 22:04:06 1991<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Mighty Mouse Goes Amiga<br \/>\nThe new issue of _AmigaWorld_ cover features a brief story<br \/>\non cartoonist Ernie Colon, who used his Amiga 500 to help<br \/>\nhim illustrate an issue of Marvel&#8217;s _Mighty Mouse_ comic<br \/>\nbook in which Mighty battled a computer-related villain.<br \/>\nAs an Amiga owner and Ernie Colon fan, I enjoyed the<br \/>\nstory &#8212; but the _Mighty Mouse_ comic ceased publication<br \/>\nsome months ago. Apparently, _AmigaWorld_ is a little bit<br \/>\nbehind the times with this story; does anyone know if the<br \/>\nMighty Mouse story described in the magazine was ever<br \/>\nactually published?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #495, from davemackey, 56 chars, Fri Sep 20 19:26:17 1991<br \/>\nThis is a comment to message 494.<br \/>\nThere are additional comments to message 494.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI think it was.<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #496, from ewhac, 278 chars, Sat Sep 21 02:49:06 1991<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Disney Presents: The Animation Studio<\/p>\n<p>\tThe IBM version of DP:TAS shipped about two weeks ago.  You should be<br \/>\nseeing it stores *everywhere* before long, including Radio Shaft\/Tandy stores.<\/p>\n<p>\tFor people who refuse to buy an Amiga for even the best reasons&#8230;<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #497, from davemackey, 310 chars, Sat Sep 21 07:11:40 1991<br \/>\nThis is a comment to message 496.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 496.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHi, Leo&#8230; long time no see. Is this going to be able to run on a simple<br \/>\nmachine like my 8088 640k\/20mb CGA, or do I need one of the more enhanced<br \/>\nlayouts to make it work? (I don&#8217;t get to the computer store that often, so I<br \/>\nwouldn&#8217;t have seen it so thanks for the tip!)<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #498, from hmccracken, 127 chars, Sat Sep 21 11:00:10 1991<br \/>\nThis is a comment to message 496.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nCongratulations, Leo (if you worked on this version, too). How<br \/>\ndoes it differ from the Amiga version of the product?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #499, from switch, 259 chars, Sat Sep 21 22:28:57 1991<br \/>\nThis is a comment to message 494.<br \/>\nThere are additional comments to message 494.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYup; I was thumbing through it the day I picked up elfhive&#8217;s copy of<br \/>\nthe _Cinefantastique Mad Movies_ featuring _Akira_.  I thought it was<br \/>\nan interesting idea, but nothing else impressed itself on me to the degree<br \/>\nrequired to make me remember it now \ud83d\ude42<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #500, from ewhac, 848 chars, Sun Sep 22 01:58:22 1991<br \/>\nThis is a comment to message 497.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tI&#8217;m led to believe it will work on your plain-jane system, though<br \/>\nperformance may not be scintillating.<\/p>\n<p>\tI&#8217;m told that it will run very nicely on a 12MHz 286 or higher.<br \/>\nIt supports CGA, EGA, VGA, MCGA, and Tandy.<\/p>\n<p>> How does it differ from the Amiga version&#8230;?<\/p>\n<p>\tThis is the depressing part:<\/p>\n<p>\tIt doesn&#8217;t.<\/p>\n<p>\tIf you were to sit before a PC running DP:TAS, you would *swear* you<br \/>\nwere using an Amiga.  It&#8217;s *exactly the same* in all major aspects, and<br \/>\nquite a few minor ones as well.<\/p>\n<p>\tOther than writing the Amiga version, on which the PC version was<br \/>\nbased, I had no hand in the PC version.  The PC version was written by<br \/>\nScott Etherton and James Host, two extremely talented individuals who, after<br \/>\nthis project, utterly *LOATHE* the PC.  Nevertheless, it&#8217;ll probably sell<br \/>\nbazillions of copies and earn just as much money&#8230;<\/p>\n<p>\t*sigh*<\/p>\n<p>\t\t\t\t\tSchwab<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #501, from dquick, 449 chars, Sun Sep 22 02:18:03 1991<br \/>\nThis is a comment to message 500.<br \/>\nThere are additional comments to message 500.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n>you would *swear* you were using an Amiga.<\/p>\n<p>So with this MS-DOS version of DP:TAS I&#8217;ll be able to format a couple of<br \/>\nfloppies in the background while I continue working?  I&#8217;ll be able to<br \/>\nwork on animations while I have a long download coming in off BIX like<br \/>\nI do on my Amiga?  I don&#8217;t find it terribly remarkable that any single<br \/>\nAmiga application can be reproduced quite well given the resources of<br \/>\nan entire computer all to itself.  <\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #502, from hmccracken, 521 chars, Sun Sep 22 09:47:34 1991<br \/>\nThis is a comment to message 500.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThanks for the news, Leo, about which I have mixed feelings. On<br \/>\none hand, as an Amiga loyalist I&#8217;m sorry to see the machine&#8217;s<br \/>\nunique features eroded away. OTOH, as an employee of a PC<br \/>\nmagazine, I&#8217;m happy to see good animation packages released,<br \/>\nespecially if we end up reviewing them. I&#8217;m especially interested<br \/>\nin whether the PC version of Animation Studio can do a VGA<br \/>\nanimation as *fast* as the Amiga can do animation in its formats &#8212;<br \/>\neven on my 33MHz 386DX at the office, graphics updating is<br \/>\nawfully slow.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #503, from hmccracken, 530 chars, Tue Sep 24 15:33:34 1991<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Amiga animation workstation<br \/>\nHas anyone heard of something called the Softoons system, offered<br \/>\nby a London-based company called Chroma-Colour (whom I believe is<br \/>\nan animation supply house rather than a software developer)? A<br \/>\nfriend in West Germany recently bought one. It consists of an<br \/>\nAmiga 500 bundled with a Sanyo camcorder and (I assume) software<br \/>\nthat lets you digitize hand-drawn animation for pencil tests.<br \/>\nThat&#8217;s all I know about it, except that my friend says it&#8217;s very<br \/>\nexpensive. I&#8217;d love to know more&#8230;<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #504, from davemackey, 255 chars, Sat Oct 12 01:21:10 1991<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Check this out<br \/>\nHey, there&#8217;s some real neat computer-type animation in the latest music video<br \/>\nby Gloria Estefan, &#8220;Live For Loving You.&#8221; Sort of looks like one of those<br \/>\nCharlex-type multi-plane deals in spots.<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #505, from grekel, 146 chars, Sat Oct 12 15:18:29 1991<br \/>\nThis is a comment to message 504.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 504.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYeah, I saw the last part of Gloria&#8217;s latest today &#8212; neat stuff!<br \/>\nIf it&#8217;s not Charlex, it&#8217;s the best impersonation of their style I&#8217;ve<br \/>\never seen!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #506, from jeffbrown, 273 chars, Sat Oct 12 15:55:20 1991<br \/>\nThis is a comment to message 505.<br \/>\nThere are additional comments to message 505.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n  If the video was posted in the Miami area, there&#8217;s a production<br \/>\nhouse called LimeLite Video that has lots of high-end gear, as<br \/>\nwell as (even more importantly) some excellent designers, judging<br \/>\nby their reel.  Some of their graphics stuff has a very &#8220;Charlex&#8221;<br \/>\nlook to it.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #507, from davemackey, 160 chars, Sat Oct 12 19:34:44 1991<br \/>\nThis is a comment to message 505.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe song isn&#8217;t bad, either, it&#8217;s a nice peppy tune, and Gloria looks great<br \/>\nfor someone who was recently in a bus crash.<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #508, from switch, 816 chars, Mon Oct 14 11:34:40 1991<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n**COPIED FROM:<br \/>\n[> multimedia\/main #308 egranthm 737  4Aug91 00:06 O=304 C=310<br \/>\nThe point to PC multimedia, in my opinion, is that if you can get it to run on the PC, you<br \/>\nhave such a wide range of presentation platforms. Anything from a destop, to a video<br \/>\nwall, to a palmtop. So, even if getting there is a little clunky, the end result is that<br \/>\nyou have more freedom of choice in delivery systems. <\/p>\n<p>The Mac barely has a laptop, and I haven&#8217;t seen one yet for the Amiga (I program on<br \/>\nboth when its appropriate BTW). And as for UNIX systems&#8230; even though you can<br \/>\ndo Multimedia, you have to consider so many variables you almost have to rewrite the<br \/>\napplication for each platform (have had the same experience with other apps. such as<br \/>\nUNIX-based DBMS systems). <\/p>\n<p>Just my .02 worth, <\/p>\n<p>Ewan Grantham (egranthm)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #509, from switch, 919 chars, Mon Oct 14 11:46:28 1991<br \/>\nThis is a comment to message 508.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIn a slightly different vein, there&#8217;s also Trog, a game I&#8217;ve raved about in<br \/>\ncbix from time to time.  Trog is a glorified Pac-Man: up to four kid<br \/>\ndinosaurs can play, and the object is to eat all the eggs and avoid the<br \/>\nTrogs (troglodytes) who want you for their next meal.  Aside from bashing<br \/>\nyou with clubs, the cavemen eventually discover such things as the wheel,<br \/>\nfire, and springboards in their quest to have you for dinner.<\/p>\n<p>So what, you ask, is the point?  Trog uses something called Play-Mation(tm):<br \/>\nall the animation for the characters, the fire, the intermissions are all<br \/>\nclay-animated, then digitized.  Unlike other games that use digitized figures,<br \/>\neverything in Trog is digitized, which gives it a uniform look.  To top it off,<br \/>\nthe exceptional sound effects and character animation combine to give you the<br \/>\nfeeling of watching a cartoon.  Exceptionally high production values on this<br \/>\none: check it out.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #510, from davemackey, 536 chars, Sat Oct 19 18:29:38 1991<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: One of the more durable compu-spots<br \/>\nYou might miss this commercial if you don&#8217;t watch a lot of morning<br \/>\ntelevision or business-oriented programs; although it&#8217;s been running for<br \/>\nabout two or three years, it&#8217;s never been mentioned.<br \/>\n     It&#8217;s a pretty neat animated commercial for Norfolk Southern railroad in<br \/>\nwhich a computer-animated horse pulls railroad cars through various<br \/>\nindustries and eventually becomes a NS diesel engine. The production house<br \/>\nfor this commercial is Rhythm and Hues.<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #511, from davemackey, 168 chars, Tue Oct 22 01:24:31 1991<br \/>\nThis is a comment to message 494.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI have a more definitive answer for you on the Mighty Mouse computer story:<br \/>\nit appeared in Issue No. 7, cover dated April 1991.<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #512, from hmccracken, 581 chars, Sun Nov  3 20:19:11 1991<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Gold Disk<br \/>\nGold Disk, a leading Amiga software house, is getting into IBM PC-<br \/>\ncompatible products, and the results are well worth following.<br \/>\nThe company&#8217;s first products include Animation Works Interactive,<br \/>\na dandy-looking Windows animation package with multimedia support;<br \/>\nand Screen Craze, a super package that lets you design your own<br \/>\nanimated screen blankers for Windows. I&#8217;ve seen a demo of the first<br \/>\nproduct and am eagerly awaiting its release; I have a copy of the<br \/>\nlatter one, which is actually a stripped-down, specific-purpose<br \/>\nversion of Animation Works.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #513, from grekel, 1583 chars, Mon Nov  4 21:15:44 1991<br \/>\nThis is a comment to message 504.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAha! In the issue of _Post_ magazine I got today is a huge article on this<br \/>\nvideo (&#8220;Live for Loving You&#8221;). It was, in fact, done by Limelite Video,<br \/>\nalso in Miami. Here are a few factoids:<br \/>\n&#8211; The piece was shot entirely on video, and some elements were made<br \/>\nto look like film during post.<br \/>\n&#8211; The camera was hooked directly to a D-1 digital VTR, and all editing and<br \/>\neffects were done in that realm.<br \/>\n&#8211; Some effects took up to 50 layers of elements.<br \/>\n&#8211; All Estefan photography took place during a straight-thru<br \/>\n23-hour marathon session.<br \/>\n&#8211; the rest of the editing and effects took about 6 weeks of double shifts.<br \/>\n&#8211; about 95% of the graphic elements were created in the edit bay<br \/>\nor on the Paintbox. A couple of elements (hallway to the disco,<br \/>\npossibly the train) were 3D animation.<br \/>\n&#8211; this is one of the first times rack-focus has been used between<br \/>\ntotally electronic elements: Grass Valley&#8217;s Kaleidoscope makes it<br \/>\npossible to throw video (and associated key signals) out of<br \/>\nfocus. The technique is used about a half-dozen times.<br \/>\n&#8211; I think the entrance to the disco has the word &#8220;Limelite&#8221; above<br \/>\nthe door.<br \/>\n&#8211; In the multi-monitor effect near the end of the video, there is a<br \/>\nGloria stand-in wrapped in a towel. Just before the monitor goes out<br \/>\nof frame, she &#8220;flashes&#8221; the camera. (sorry, guys &#8212; I believe it&#8217;s<br \/>\na male stunt double.)<br \/>\n&#8211; the Estefans wanted a lot of Miami tie-ins, so you get the skyline,<br \/>\nthe Deco South Beach area, palm trees, lizards &#8212; you name it.<\/p>\n<p>All in all, a great use of new technologies in a video that doesn&#8217;t<br \/>\nwear you out with rapid-fire editing. Very watchable!<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #514, from davemackey, 95 chars, Tue Nov  5 04:16:58 1991<br \/>\nThis is a comment to message 513.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThanks, Greg, for the detailed analysis of this video!<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #515, from hmccracken, 1092 chars, Sun Nov 17 14:14:03 1991<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: _Beauty_: cels or computer?<br \/>\nDisney&#8217;s _Beauty and the Beast_ is out, and once again, Disney<br \/>\nis being evasive about just what role computers played in its<br \/>\nproduction. The studio is above-board about the use of computers<br \/>\nin animating some of the backgrounds and mechanical devices, and<br \/>\nin creating one particularly spectacular scene. But what they&#8217;re<br \/>\nnot talking about is CAPS, the system developed for Disney by<br \/>\nPixar to ink and color the entire film, eliminating the use<br \/>\nof animation cels. I&#8217;ve been told that _Beauty_ was done by<br \/>\nCAPS, but the system provides results that look so much like<br \/>\ntraditional hand-painted animation that it&#8217;s hard to know for<br \/>\nsure. For whatever reason, Disney prefers to be mysterious<br \/>\nabout the whole process &#8212; the footage of artists working on<br \/>\n_Beauty_ that&#8217;s been shown on TV includes scenes of cel<br \/>\npainters at work, which is odd if the film wasn&#8217;t done on cels.<br \/>\nAlso, the promotional materials for the film talk at some length<br \/>\nabout technological advanced that allow for sophisticated use<br \/>\nof color, without ever mentioning the word &#8220;computer.&#8221;<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #516, from hkenner, 168 chars, Sun Nov 17 15:32:33 1991<br \/>\nThis is a comment to message 515.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 515.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nJanet Maslin&#8217;s (rave) review in the NYTimes mentioned state-of-the-<br \/>\nart computer animation, without making it clear whether she knew<br \/>\nwhat she was talking about.<br \/>\n&#8211;HK<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #517, from hmccracken, 475 chars, Sun Nov 17 16:55:55 1991<br \/>\nThis is a comment to message 516.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 516.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe film uses several sorts of computerized help, some of which<br \/>\nis immediately identifiable as such, and other of which is<br \/>\npretty close to transparent. The CAPS ink and paint work almost<br \/>\nlooks *more* hand-crafted than modern cel painting; since Disney<br \/>\ndoesn&#8217;t discuss the process, mainstream reviews of Disney films<br \/>\ndon&#8217;t mention it. I think Maslin was referring to a pretty<br \/>\nspectcular ballroom sequence, which uses a different sort of<br \/>\ncomputer-generated imagery.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #518, from hkenner, 270 chars, Sun Nov 17 19:01:22 1991<br \/>\nThis is a comment to message 517.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nLikely what Maslin was referring to.  Meanwhile today&#8217;s (Sunday) NYT,<br \/>\nEntertainment section, has a feature piece on the Beast&#8217;s principal<br \/>\nanimator, which contains the statement that (for his sequences anyway)<br \/>\nevery frame was cleaned up by hand and colored by hand.<br \/>\n&#8211;HK<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #519, from hmccracken, 394 chars, Sun Nov 17 19:47:52 1991<br \/>\nThis is a comment to message 518.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe article might be right, but Disney is being so evasive that I<br \/>\ncould imagine them cheerfully giving the NYT author the mistaken<br \/>\nimpression that it was done with cels when it wasn&#8217;t. The new<br \/>\nDisney-published book _The Art of Animation_ has a long section<br \/>\non the making of Beauty and the Beast which suddenly gets *very*<br \/>\nvague when it comes time to discuss how the film is colored.<br \/>\n  &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #520, from jshook, 65 chars, Sun Nov 17 21:23:13 1991<br \/>\nThis is a comment to message 515.<br \/>\nThere are additional comments to message 515.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p>If you see dust, it was probably traditional photography.  \ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #521, from davemackey, 229 chars, Mon Nov 18 03:48:49 1991<br \/>\nThis is a comment to message 516.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI have yet to see the film but if you look carefully of the scenes of Belle<br \/>\nand the beast dancing that are shown in the commercials, you can tell it&#8217;s<br \/>\ncomputerized perspective backgrounds.<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #522, from mscoville, 598 chars, Mon Nov 18 22:45:15 1991<br \/>\nThis is a comment to message 515.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhile the management position at Disney has been to not say anything about the<br \/>\nfact that the movie was done completely by computer. Others have said that<br \/>\nthere are no cels, it was all done with the computer. Sources have told us that<br \/>\nthe animators were upset because they were unable to purchase cels like they<br \/>\nhave been able to do in the past. I am sure that for the collector of animation<br \/>\nart Disney will make availble special cels which were taken from the drawings or<br \/>\na extra &#8220;special&#8221; limited edition. Either way, cels may be the thing of the<br \/>\npast as far as animation is concerned. mscoville<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #523, from mscoville, 452 chars, Mon Nov 18 22:49:16 1991<br \/>\nThis is a comment to message 521.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAccording to sources, the big ballroom scene was originally done with drawings<br \/>\nand hand painted backgrounds scanned in. When they tried to create the look they<br \/>\nfound that it was not sufficient so they threw it all out and did it all in<br \/>\nthe computer. The backgrounds are completely drawn in the computer, only the<br \/>\ncharacters were drawn and then scanned into the computer for coloring, etc. The<br \/>\nangles, pans, etc. by the camera are incredible. mscoville<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #524, from grekel, 750 chars, Mon Nov 18 23:19:33 1991<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: BLACK OR WHITE<br \/>\nI&#8217;m surprised there&#8217;s been no chatter regarding Michael Jackson&#8217;s<br \/>\nnew video, and the incredible computer-assisted sequences it contains.<br \/>\nThere&#8217;s probably about 15 seconds of pure scene metamorphosis, or<br \/>\n&#8220;morphing&#8221; in the video, the most striking of which is the<br \/>\nseamless morphing of a series of faces &#8212; certainly the longest continuous<br \/>\nsuch sequence created to date.<br \/>\nCool morph transitions from MJ to panther (?) and back as well&#8230;<\/p>\n<p>&#8230;and some nice matting and transition effects. Catchy tune,<br \/>\nbut I really didn&#8217;t care for the now-excised &#8220;dance&#8221; number after the<br \/>\nsong ended.  I read MJ was trying to convey the primal emotions of<br \/>\nthe big cat through dance.<\/p>\n<p>yah.<br \/>\nsure.<br \/>\nNo wonder the guy can&#8217;t get a date. \ud83d\ude42<\/p>\n<p>any thoughts?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #525, from dquick, 543 chars, Mon Nov 18 23:42:06 1991<br \/>\nThis is a comment to message 524.<br \/>\nThere are additional comments to message 524.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI actually enjoyed the tap-dancing part of the dance solo.  I didn&#8217;t<br \/>\nreally care for the violent overtones or the endless repetition of the<br \/>\n&#8220;crotch tug&#8221; move.  The morphing of faces was wonderful.  The little<br \/>\nvignette at the beginning seemed like a mindless remake of one Twisted<br \/>\nSister did a few years back.  I didn&#8217;t think Twisted Sister&#8217;s was all<br \/>\nthat great, and Micheal&#8217;s was even less so.  If he&#8217;d lopped of the<br \/>\nfirst third and the last third, he&#8217;d have a masterpiece.  \ud83d\ude09<\/p>\n<p>What great toys you can buy with a lot of money!<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #526, from davemackey, 431 chars, Tue Nov 19 19:39:44 1991<br \/>\nThis is a comment to message 524.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 524.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI did not see the entire uncut video. But I did see the metamorphosed faces<br \/>\nof different cultures, alternating generally between male and female faces<br \/>\nand thought that to be quite a remarkable trick.<br \/>\n     At the rate he&#8217;s going with his skin lightening program, Michael Jackson<br \/>\nwill be totally transparent by the time he delivers his next album to Sony<br \/>\nabout six or seven years from now. \ud83d\ude09<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #527, from hmccracken, 77 chars, Tue Nov 19 20:54:47 1991<br \/>\nThis is a comment to message 526.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIn that case, maybe he can play Casper in Steven Spielberg&#8217;s film!<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #528, from rcook, 177 chars, Wed Nov 27 02:18:48 1991<br \/>\nThis is a comment to message 523.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tComputer Graphics World has a story on making the movie coming<br \/>\nout either this month or next month. By their West Coast editor,<br \/>\nBarbara Robertson. That should tell a lot.<br \/>\n&#8211;RC<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #529, from rcook, 171 chars, Wed Nov 27 02:40:16 1991<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Disney Animation Package<br \/>\n\tAnyone here have any experience with The Animation Studio,<br \/>\na desktop animation program sold by Disney Software?<br \/>\n\tAny thoughts on it?<br \/>\n&#8211;RC<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #530, from davemackey, 485 chars, Wed Nov 27 19:23:44 1991<br \/>\nThis is a comment to message 529.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 529.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIt&#8217;s been discussed here before, since one of its authors, Leo Schwab (ewhac)<br \/>\nhas been known to show up here from time to time.  There are messages<br \/>\nin this topic (from #105), amiga.user\/main (#5768) and amiga.arts\/animation.<br \/>\n     I&#8217;ve never personally used it but if I had hardware that was more<br \/>\nconducive to the program&#8217;s capabilities, I would certainly bite. I&#8217;d<br \/>\ncertainly like to know if there&#8217;s an animator trapped in this noncreative<br \/>\nbody.<br \/>\n                                 &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #531, from rcook, 635 chars, Thu Nov 28 00:02:27 1991<br \/>\nThis is a comment to message 530.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tTAS is not the easiest way to do animation, but it is one of<br \/>\nthe most rewarding.<br \/>\n\tThe program is very much oriented to what the manual calls<br \/>\n&#8220;Disney&#8221; animation and I&#8217;ve heard called &#8220;character&#8221; or &#8220;full&#8221; animation.<br \/>\nCompared to some of the other programs out there it&#8217;s short on drawing<br \/>\ntools and coloring options, but a lot of that stuff isn&#8217;t as useful in<br \/>\nthis kind of animation as it is in more limited or mechanical styles<br \/>\nof animation.<br \/>\n\tThe neatest feature is the onionskin effect in the draw module<br \/>\nthat lets you keep track of several previous frames. It makes an<br \/>\namazing difference in smoothness of animation.<br \/>\n\tTINAR, etc.<br \/>\n&#8211;RC<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #532, from hmccracken, 618 chars, Fri Nov 29 14:25:35 1991<br \/>\nThis is a comment to message 531.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nRick, to clarify animation terminology a bit: &#8220;full&#8221; animation is<br \/>\nanimation that&#8217;s done with lots of drawings and few shortcuts.<br \/>\n&#8220;Character&#8221; animation &#8212; which is usually, but not always, done<br \/>\nin &#8220;full&#8221; animation &#8212; is the equivalent in animation of serious<br \/>\nacting that really brings a character to life. &#8220;Disney&#8221; animation,<br \/>\nwhich is also called &#8220;Classical&#8221; animation, is both &#8220;full&#8221; and<br \/>\n&#8220;character.&#8221; But you could do full animation of a boulder rolling<br \/>\ndown a hill (which wouldn&#8217;t be character animation), and things<br \/>\nlike some of the 1950s UPA cartoons had nice character animation<br \/>\nthat wasn&#8217;t full at all.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #533, from ianl, 252 chars, Fri Nov 29 14:42:20 1991<br \/>\nThis is a comment to message 532.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p> I&#8217;m not sure that really clarifies it for me&#8230; what sort of shortcuts do<br \/>\nyou NOT get with &#8216;full&#8217; animation?  Are you saying that every frame is drawn<br \/>\nand colored in its entirity, with no compositing of foreground action over<br \/>\na background, or what?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #534, from switch, 1180 chars, Fri Nov 29 16:10:17 1991<br \/>\nThis is a comment to message 533.<br \/>\nThere are additional comments to message 533.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nFortunately, no.  Generally speaking, a static background is<br \/>\ncreated once, and other elements are laid over that.<\/p>\n<p>Everybody has different mannerisms, a different way of reacting<br \/>\nto surrounding events.  This is generally apparent by such things<br \/>\nas posture, facial expression, and the like.  By rights, different<br \/>\ncharacters should be identifiable by these details.  However,<br \/>\nthe more of such details you put into an animated character,<br \/>\nthe more time-consuming your job will be &#8212; and animation is<br \/>\na fairly labor-intensive job already.<\/p>\n<p>A good way to observe this is to watch a Warner Bros. cartoon without<br \/>\nsound, and note the differences between Bugs Bunny&#8217;s posture and<br \/>\nthat of Daffy Duck.  Or Porky and Sylvester.  Now take just about<br \/>\nany Japanese-animated television show, and do the same thing.<\/p>\n<p>See the difference?  Bugs is an easy-going, slow to anger sort<br \/>\nof fellow, almost always sure of himself.  Daffy is crafty and<br \/>\nsneaky, with an explosive temper.  You can tell just by their<br \/>\nbody language.  Pick an episode of, say, _Macross_ &#8212; if it weren&#8217;t<br \/>\nfor facial expressions and vocal intonations, you&#8217;d have no idea<br \/>\nwhat Hikaru and Roy are feeling or what they&#8217;re like.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #535, from rcook, 119 chars, Fri Nov 29 18:13:42 1991<br \/>\nThis is a comment to message 533.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tIt&#8217;s the difference between having only the character&#8217;s<br \/>\nmouth move when he talks and having the whole head move.<br \/>\n&#8211;RC<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #536, from ianl, 301 chars, Fri Nov 29 19:03:59 1991<br \/>\nThis is a comment to message 535.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p> So then, any animation program that includes paint tools at all is a<br \/>\n&#8216;full animation&#8217; program, and it&#8217;s up to the artist to implement the fullness<br \/>\nif s\/he has the time and energy?  Sounds like Disney is well into the<br \/>\n&#8216;meaningless hype&#8217; region when they describe their program as &#8216;full animation&#8217;.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #537, from rcook, 233 chars, Sat Nov 30 05:21:15 1991<br \/>\nThis is a comment to message 536.<br \/>\nThere are additional comments to message 536.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n\tNope. Not hardly.<br \/>\n\tDisney didn&#8217;t invent the term, it&#8217;s not the term Disney software<br \/>\nuses to describe the animation technique in The Animation Studio and<br \/>\nthe requirements for full animation &#8212; well, it&#8217;s not nearly that simple.<br \/>\n&#8211;RC<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #538, from switch, 373 chars, Sat Nov 30 12:45:09 1991<br \/>\nThis is a comment to message 536.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAlmost.  After all, the program, like a painter&#8217;s brush, is merely<br \/>\na tool &#8212; how it&#8217;s used is up to the artist.  However, Disney&#8217;s<br \/>\nprogram follows an analogy based on how traditional animators<br \/>\nwork, which no other animation program did at the time.  It suddenly<br \/>\nbecame much easier to adapt from the traditional animation method<br \/>\nto doing said animation on a computer.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #539, from qos.rep5, 283 chars, Mon Dec  2 15:58:28 1991<br \/>\nThis is a comment to message 524.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ndoes anyone remember that video by godley and creme with fades and wipes?<br \/>\nit was either made by rushes or moving picture co. the effects were very<br \/>\neffective, i found it striking the the mj vid multi-morph sequence was<br \/>\nalso filmed in mono. why was the copying made so blatant?<br \/>\nm.wel<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #540, from hans, 424 chars, Mon Dec  2 17:35:23 1991<br \/>\nThis is a comment to message 529.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ve just purchased it for my machine at home (a PS\/2 386 with 6mb RAM).<br \/>\nI have not played around that much with it, but it looks like if you have the<br \/>\npatience you can generate some neat things.  There are some things I<br \/>\nhaven&#8217;t found yet: if I draw an image on the screen (in a &#8216;cel&#8217;) and want<br \/>\nto move it around, I did not see a cut &#038; paste tool anywhere.<br \/>\nLooks like fun, though, and it cost $89 from Egghead with a coupon.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #541, from grekel, 387 chars, Sun Dec  8 23:09:02 1991<br \/>\nThis is a comment to message 539.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe Godley &#038; Creme video was called &#8220;Cry&#8221; and was, as you said, another<br \/>\nfacemontage. &#8220;Cry&#8221; was achieved pretty much with wipes and mattes &#8212;<br \/>\nstate of the art for the year it was made, and surprisingly close to the<br \/>\nfeel of &#8220;Black or White&#8221; &#8212; just not quite as fluid and spooky-looking.<br \/>\nBTW, there were a few morphing sequences in Star Trek VI, but<br \/>\nthat&#8217;s another conference\/topic&#8230; \ud83d\ude09<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #542, from d.min, 557 chars, Wed Dec 18 03:37:48 1991<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Animator (TM) vs. &#8230;<br \/>\n     Hello, y&#8217;all. I am new in the field of computer animation, and I<br \/>\nwould appreciate some advice. What is the best program I can buy that<br \/>\nwould let me &#8220;play around&#8221; with animation on a &#8216;386-25DX IBM clone?<br \/>\nIn the running are: Animator, Animator Pro, and Disney&#8217;s Animation program<br \/>\n(I&#8217;m not sure exactly what it&#8217;s called). If anyone out there has info<br \/>\nre these programs (likes, dislikes, cost, how to get it, etc.) please<br \/>\npost it here or send me a mail message. Thanx.<\/p>\n<p>And now, back to your regularly scheduled conference&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #543, from hmccracken, 291 chars, Wed Dec 18 11:58:27 1991<br \/>\nThis is a comment to message 542.<br \/>\nThere are additional comments to message 542.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhat sort of animation are you interested in doing? I&#8217;ve been<br \/>\nusing Gold Disk&#8217;s Animation Works Interactive, which is quite<br \/>\nnice and packed with features. It&#8217;s especially well-suited to<br \/>\nbusiness presentation applications. I don&#8217;t know how it compares<br \/>\nto the packages you mention.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #544, from ianl, 755 chars, Wed Dec 18 15:48:51 1991<br \/>\nThis is a comment to message 542.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 542.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p> The only animation programs I have any experience with are Animator and<br \/>\nAnimator Pro.  Not surprising; I work for Jim Kent, the author of those two<br \/>\nprograms.  (Jim is also online here on BIX.)  So there&#8217;s one plus for those<br \/>\ntwo programs&#8230;you can ask questions of the author.<\/p>\n<p> Animator is limited to 320&#215;200 resolution, but it will run on any machine<br \/>\nthat has a VGA graphics card.  Animator Pro is a much more capabable program.<br \/>\nIt can work in any resolution your graphics adapter supports, and it has a<br \/>\nlot of features beyond what the original Animator provided.  On the other<br \/>\nhand, it&#8217;s a bit pricey if all you want to do is &#8220;play around&#8221;.  (Oh &#8212; Ani<br \/>\nPro requires a 386 or 486 machine.  386SX will work too, but it&#8217;ll be kind<br \/>\nof slow, I suspect.)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #545, from hmccracken, 364 chars, Wed Dec 18 16:12:10 1991<br \/>\nThis is a comment to message 544.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAnother PC animation package is Presidio PC Animate Plus, from<br \/>\nPresidio Software. I don&#8217;t know very much about it, but it<br \/>\nclaims to have &#8220;the power and flexibility to satisfy the<br \/>\nprofessional animator and still retains an easy to use menu<br \/>\ndriven graphic interface that won&#8217;t intimidate the novice.&#8221;<br \/>\nIt comes with an Autodesk Animator conversion utility.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #546, from d.min, 310 chars, Wed Dec 18 22:52:23 1991<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Animation anyone?<br \/>\nThanx for the comments, all. One last question, though. Does anyone out<br \/>\nthere have a used copy of Animator Pro out there that I could purchase?<br \/>\n(given, of course, that such a transaction is legal according to the<br \/>\nsoftware licensing agreement [I think it is]). If so, let me know. Ciao<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #547, from qos.rep5, 788 chars, Mon Jan  6 18:15:10 1992<br \/>\nThis is a comment to message 542.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ni understand that there are some alias research products for the intel\/dos<br \/>\ncombination. they are marketed by alias by the style! division. the only<br \/>\nstill, if they sacrifice the performance and some of the functionality<br \/>\nthey&#8217;ll still have the best code. alias: 416 392 9181.<br \/>\nelse dgs from digital arts on the big budget, 3d studio from autodesk on<br \/>\nthe medium budget and some combination like acad + autoshade or render star<br \/>\n from modern medium in oregon on the low end. if 3d is not your cup of tea<br \/>\nand 2d is where you want to go try something like tempra from mathematica for<br \/>\nyour paint program and animator from autodesk to link your slides.<br \/>\nwhy is autodesk software soooo expensive? autocad is a golden egg, so why<br \/>\nnot attract more low end users by dropping entry level prices?<br \/>\nm.wel<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #548, from ianl, 746 chars, Mon Jan  6 18:24:18 1992<br \/>\nThis is a comment to message 547.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p> > tempra for your paint program, and animator to link your slides<\/p>\n<p> Why not use Animator as the paint program too?  I&#8217;ve never used the full-<br \/>\nblown version of tempra, just a demo that came with the HGSC graphics card.<br \/>\nBut, it seemed to me like tempra&#8217;s paint capabilities were a bit primitive<br \/>\ncompared to Animator&#8217;s.  Oh, I should also mention that I&#8217;ve only used<br \/>\nAnimator Pro extensively, I&#8217;ve spent fairly little time with the original<br \/>\nAnimator.  Also, I&#8217;m not an artist (not even close!) just a programmer who<br \/>\nhappened to be working on Ani Pro, so I had plenty of opportunity to play<br \/>\nwith it.<\/p>\n<p> I think the price of Animator (the original) came down quite a bit when<br \/>\nAni Pro was released, but I have no idea what the retail price is now.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #549, from qos.rep5, 220 chars, Tue Jan  7 13:27:16 1992<br \/>\nThis is a comment to message 548.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ni thought tempra had great editing and effects, i suppose that if<br \/>\nyou&#8217;re going to paint flat models from scratch then go with ani all<br \/>\nthe way, and save some bucks. i maintain that buck for buck tempra&#8217;s a<br \/>\ndeal.   m.wel<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #550, from hmccracken, 178 chars, Fri Feb 21 21:38:32 1992<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: _The Simpsons_<br \/>\nHas anyone played the IBM PC adaptation of the _Simpsons_ arcade game?<br \/>\nAny comments on how good an adaptation of the coin-op the home<br \/>\nversion is?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #551, from elfhive, 377 chars, Thu Apr  2 23:59:04 1992<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Video Toaster<br \/>\nI have just watched the New Tek Video Toaster video promo called Revolution<br \/>\nand featuring the new 2.0 version. I am familiar with the Video Toaster<br \/>\nboard that runs in an Amiga 2000, but I hadn&#8217;t realized that New Tek<br \/>\nwas marketing a stand alone unit. Anyone here have one of these?<\/p>\n<p>Does it run on an IBM type DOS system? Can you run other software on it?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #552, from jshook, 667 chars, Fri Apr  3 00:13:22 1992<br \/>\nThis is a comment to message 551.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 551.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p>The stand-alone Toaster is really an Amiga 2000 with the lable changed.<br \/>\nI believe there is a version for the Mac that uses the Mac for<br \/>\nthe screen displays which are used to control the various<br \/>\ncapabilities of the Toaster.  I haven&#8217;t heard anything about the<br \/>\nPC version, but I would guess that it uses a similar scheme.<\/p>\n<p>Yes, you can run other software on it, such as Amiga software<br \/>\nand, if you have some sort of PC compbatibility arrangement<br \/>\n(like a Bridgeboard) you could run some PC software on it as<br \/>\nwell.  At least theoretically&#8211;I believe NewTek does something<br \/>\nwith its &#8220;non-Amiga&#8221; Toasters that makes it impossible to<br \/>\nexit to AmigaDOS or the Amiga Workbench.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #553, from ianl, 276 chars, Fri Apr  3 01:26:54 1992<br \/>\nThis is a comment to message 552.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 552.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p> I heard once in a cbix session about a Toaster card for the PC world.<br \/>\nSupposedly it just plugged into the ISA bus.  It was said to have an Amiga<br \/>\nand a Toaster on the card.  I haven&#8217;t heard anything more about it beyond<br \/>\na mention of it once.  It may have been pure rumour.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #554, from hmccracken, 234 chars, Fri Apr  3 09:38:12 1992<br \/>\nThis is a comment to message 553.<br \/>\nThere are additional comments to message 553.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nIt wasn&#8217;t pure rumor, Ian &#8212; although I<br \/>\ndon&#8217;t know if it&#8217;s actually shipping yet, either. NewTek demonstrated such a<br \/>\ndevice back at Fall Comdex. Again, I think it was basically an Amiga 2000 that<br \/>\nused a PC as host computer.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #555, from grekel, 168 chars, Fri Apr  3 14:10:12 1992<br \/>\nThis is a comment to message 551.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYou might try asking in the &#8216;newtek&#8217; conference.<br \/>\nI&#8217;ve monitored it since it opened, and the company is not real<br \/>\nresponsive, but there are many users hanging out there.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #556, from elfhive, 314 chars, Fri Apr  3 23:46:12 1992<br \/>\nThis is a comment to message 552.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n]<br \/>\nThanks for helping me put this in perspective. I guess I had better<br \/>\nask here before going over to the &#8216;newtek&#8217; conference:<\/p>\n<p>What would you recommend: buying the NewTek Toaster or getting an<br \/>\nAmiga with the Toaster board and other features I might want, like<br \/>\nremovable hard disks?<\/p>\n<p>What about price differentials?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #557, from switch, 300 chars, Sat Apr  4 15:19:27 1992<br \/>\nThis is a comment to message 556.<br \/>\nThere are additional comments to message 556.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nBuy the Amiga with the Toaster.  I know the Mac\/IBM Toaster is just<br \/>\nan Amiga with a Toaster and a front end, but I don&#8217;t know if the<br \/>\nAmiga is crippled in any way.  If you get the Amiga, you can also<br \/>\nuse all kinds of nifty Amiga software for generating images and<br \/>\nsuch for use with the Toaster.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #558, from dquick, 337 chars, Sat Apr  4 17:01:14 1992<br \/>\nThis is a comment to message 556.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nGet the Amiga with the Toaster.  You should be able get a nice accelerated<br \/>\nsystem for the same price that an un-accelerated version you get from<br \/>\nNewtek will sell for.  The private labelled Newtek versions are for people<br \/>\nwho don&#8217;t know any better and are willing to pay for their ignorance<br \/>\ninstead of doing a little homework.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #559, from jshook, 104 chars, Sat Apr  4 23:52:34 1992<br \/>\nThis is a comment to message 558.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p>Or people who know perfectly well what&#8217;s up, but can&#8217;t get an Amiga<br \/>\npast their purchasing department.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #560, from elfhive, 114 chars, Sun Apr  5 19:31:50 1992<br \/>\nThis is a comment to message 559.<br \/>\nThere are additional comments to message 559.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWell, at least I don&#8217;t have to worry about purchasing department approval<br \/>\nbeyond having the money in the bank \ud83d\ude42<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #561, from dquick, 167 chars, Wed Apr  8 01:33:56 1992<br \/>\nThis is a comment to message 559.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYeah, there is that.  I think this is often just an excuse though, it<br \/>\njust means that it requires some effort that something on the approved<br \/>\nlist doesn&#8217;t.<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #562, from lwilton, 147 chars, Sat May  2 03:58:37 1992<br \/>\nThis is a comment to message 555.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHe could also stop by amiga.arts\/animations or \/main or some such and ask<br \/>\naround.  Probably get more activity there than in the newtek conference.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #563, from hmccracken, 660 chars, Thu Sep 24 13:33:20 1992<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Bitstream Releases Flintstones Font<br \/>\nBitstream, the provider of fonts for Macintoshes and PC compatibles,<br \/>\nhas released a product of unique interest to members of this conference.<br \/>\nThat product is a Flintstone TrueType font for use with Windows 3.1.<br \/>\nThe font is a chiseled-looking, stony one, and the package includes<br \/>\nboth a plain version and one in which each letter of the alphabet<br \/>\nis complemented by a Flintstones character. It&#8217;s extremely well<br \/>\ndone, and is bundled with several more ordinary fonts for the<br \/>\nreasonable price of $19.95.<\/p>\n<p>The Flintstones font pack is part of Bitstream&#8217;s new Li&#8217;l Bits<br \/>\nline, which also includes a Star Trek font.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #564, from kffaasse, 639 chars, Sat Dec 12 19:03:56 1992<br \/>\nThis is a comment to message 553.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nre: Toaster for IBM and Mac<br \/>\nPure rumor.  The Toaster works ONLY in the Amiga 2000.  NewTek may be<br \/>\nworking on less capable versions for other platforms, but the Toaster<br \/>\ndepends totally on the Amiga&#8217;s custom graphics and memory chips for<br \/>\nmuch of its capability.  Commodore is not letting anyone get their hands<br \/>\non those chips, so&#8230;NewTek will have to completely duplicate their power<br \/>\nin their own custom VLSIs without infringing CBM&#8217;s copyright.  Not an easy<br \/>\ntask, if at all possible.  It is possible to drive a Toaster through an<br \/>\nIBM or Mac via a net card like Appletalk, but the Amiga, so far, has to<br \/>\nbe in the picture, somewhere.   Kurt<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #565, from switch, 132 chars, Sat Dec 12 21:40:09 1992<br \/>\nThis is a comment to message 564.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThere is a Toaster package available for the Mac&#8230; however,<br \/>\nit comes with an Amiga \ud83d\ude42  The Mac is just used as a front end.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #566, from hmccracken, 183 chars, Sun Dec 13 15:30:34 1992<br \/>\nThis is a comment to message 565.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI think that&#8217;s true of the PC version, too (which was announced at<br \/>\nFall Comdex 1992, but which I don&#8217;t think has shipped yet).  It&#8217;s<br \/>\na PC peripheral that includes an Amiga.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #567, from hmccracken, 871 chars, Wed Jan 20 22:29:31 1993<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Any Computer Animators Out There?<br \/>\nI&#8217;ve been spending a lot of time lately with 3D animation software<br \/>\nfor PC compatibles lately, thanks to some reviews I&#8217;m doing for<br \/>\n_Desktop Video World_ magazine.  Anyone out there interested in<br \/>\ndiscussing this subject?  I&#8217;ve been playing with 3D Studio (a wonderful<br \/>\nand wonderfully powerful package, except for the steep learning curve<br \/>\nand $3000 price tag), Playmation (quirky but capable 3D animation for<br \/>\nWindows), and 3D Workshop (an inexpensive program for beginners).<br \/>\nAll three have their advantages, although if I had to choose one, and<br \/>\ncould shell out three thousand bucks, I&#8217;d grab Studio in an instant.<br \/>\nI&#8217;m also excited by Caligari for Windows, an upcoming port for the<br \/>\nAmiga that may do for 3D what Adobe Illustrator did for 2D art on<br \/>\nthe computer: make it easy and non-technical enough for almost any<br \/>\nartist.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #568, from ianl, 513 chars, Wed Jan 20 23:40:56 1993<br \/>\nThis is a comment to message 567.<br \/>\nThere are additional comments to message 567.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p> Well, I&#8217;m still here, of course.  I tried to get a copy of 3D Studio by<br \/>\n&#8220;Dropping hints&#8221; to a couple people at Autodesk, back when I was working<br \/>\non Animator Pro.  I guess they just don&#8217;t like to give away copies of a<br \/>\n$3k program, even to folks working on semi-related Autodesk software.<br \/>\nOh well.<\/p>\n<p> > Caligari for Windows<\/p>\n<p> I&#8217;ll bet that&#8217;s what Peter Kennard has been working on lately.  He&#8217;s here<br \/>\non bix (pkennard) you might want to drop him some mail and ask him to join<br \/>\nus here (if he isn&#8217;t here already).<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #569, from dmason, 229 chars, Thu Jan 21 03:40:18 1993<br \/>\nThis is a comment to message 567.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 567.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYes, I spend a lot of time working with computer animation.<br \/>\nI haven&#8217;t used any commercial packages, though.  I&#8217;ve used the<br \/>\nfreeware an shareware renderers like POV-Ray, Polyray, and Vivid,<br \/>\nplus some software I&#8217;ve written.<br \/>\n&#8211;dkm<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #570, from hmccracken, 131 chars, Thu Jan 21 13:59:17 1993<br \/>\nThis is a comment to message 569.<br \/>\nThere are additional comments to message 569.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWhich of those freeware\/shareware products do you like best?  And do<br \/>\nathey all handle animation as well as still images?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #571, from dmason, 375 chars, Fri Jan 22 11:25:58 1993<br \/>\nThis is a comment to message 569.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nPOV-Ray and Vivid don&#8217;t have any built-in support for animation, but<br \/>\nyou can fake it with external programs and batch files.  Polyray has<br \/>\nanimation and math support built right in&#8230; maybe that&#8217;s why it&#8217;s<br \/>\nmy favorite.  Run Polyray, have it crank out a series of .TGA files,<br \/>\nprocess the .TGA files with DTA (my shareware program), and you&#8217;ve got<br \/>\nan .FLI animation file.<br \/>\n&#8211;dkm<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #572, from grekel, 952 chars, Fri Jan 22 14:10:52 1993<br \/>\nThis is a comment to message 567.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 567.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAt Grekel Productions, we have three Cubicomp Picturemaker<br \/>\nsystems and a SoftImage, all for 3D animation. Cubicomp is<br \/>\na now mostly-defunct PC-based system which was really great<br \/>\nfor its day (its day was mid- to late-80s). It renders 24-bit<br \/>\nimages in a file format similar to .TGA, and does some very<br \/>\nnice, sturdy work. The SoftImage is based on an SGI platform<br \/>\n(will run on about any, but we have a Personal Iris 4D\/35TG)<br \/>\nand is a Very Hot system. It makes beautiful images, at any<br \/>\nresolution. The ACTOR module allows the artist to create<br \/>\nskeletal frameworks for models and give them natural motion<br \/>\nwith forces like gravity, wind, collisions, etc.<br \/>\nIndustrial Light &#038; Magic just bought 20 of them.<\/p>\n<p>(Grekel is a video\/film\/animation house &#8212; we&#8217;ve been doing<br \/>\n3D animation for a little over 6 years. There&#8217;s also a<br \/>\n&#8220;cubicomp&#8221; conference here on BIX that I moderate, altho<br \/>\nthere aren&#8217;t too many users on right now. Feel free to<br \/>\nstop by &#038; browse&#8230;)<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #573, from hmccracken, 129 chars, Sat Jan 23 20:34:01 1993<br \/>\nThis is a comment to message 572.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nDrool!  Drool!  I&#8217;d love to get my hands on an Iris system.<br \/>\nDoes SoftImage do real raytracing, and if so, how quickly?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #574, from switch, 126 chars, Sat Jan 23 22:08:14 1993<br \/>\nThis is a comment to message 573.<br \/>\nThere are additional comments to message 573.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSoftImage is based here in Montreal, and I have some documentation<br \/>\non their stuff.  If you like, I can post some specs.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #575, from grekel, 420 chars, Sun Jan 24 17:31:27 1993<br \/>\nThis is a comment to message 573.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYah &#8212; real raytracing, pretty durn fast. You can also specify if<br \/>\nshadows are raytraced or not. The virtual camera is great, too.<br \/>\nIt has separate camera and interest parameters, as well as depth<br \/>\nof field, focus, blur, etc. We&#8217;re animating a :30 spot consisting<br \/>\nof a &#8220;living&#8221; x-ray of a man performing various motions that<br \/>\ncan injure your spine. The camera blur and diffraction adds a very<br \/>\nx-ray-like touch to the model\/<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #576, from cconroy, 260 chars, Sun Jan 24 19:48:35 1993<br \/>\nThis is a comment to message 567.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHarry,<\/p>\n<p>Great article in DTVW.  Looks like a pretty good magazine.  Sorry I&#8217;m<br \/>\ntoo late to discuss the animation stuff with you, although my animation<br \/>\nexperience is strictly on the Amiga side &#8211; althought I am getting<br \/>\nfamiliar with Infiniti-D for the Mac<\/p>\n<p>Chris<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #577, from hmccracken, 372 chars, Sun Jan 24 20:05:30 1993<br \/>\nThis is a comment to message 576.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThanks for the compliment, Chris, and it&#8217;s never too late to discuss<br \/>\nanimation here!  Infini-D lookls like a nifty package (I&#8217;ve seen demos<br \/>\nbut haven&#8217;t ever gotten my hands on it).  Is it as easy to use as<br \/>\nit looks like?  I&#8217;d love to see a Windows version (another Mac<br \/>\n3D animation program, Strata 3D (I *think* I have the name right)<br \/>\nis being ported to the PC.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #578, from cconroy, 210 chars, Mon Feb  1 15:20:47 1993<br \/>\nThis is a comment to message 577.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHarry,<\/p>\n<p>I haven&#8217;t been able to play with it too much, but what I&#8217;ve been<br \/>\nable to do is pretty easy.  As I think I said earlier, my main<br \/>\nexperience is with Lightwave.. I&#8217;ll let you know how it turns out.<\/p>\n<p>Chris<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #579, from hmccracken, 333 chars, Sun Feb 14 20:57:45 1993<br \/>\nThis is a comment to message 578.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nLooks like my next PC 3D animation project will be to play with<br \/>\n3D Professional 4.1, a package that was known until recently<br \/>\nas Topas.  It just reverted to its developer, Crystal Graphics,<br \/>\nafter having been marketed for several years by AT&#038;T Graphic<br \/>\nSoftware  Labs.  Anyone out there have any experience with<br \/>\nthis package?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #580, from grekel, 978 chars, Thu Feb 18 11:10:25 1993<br \/>\nThis is a comment to message 579.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHarry, my name is Gerald Rice. I am the chief animator at Grekel<br \/>\nProductions in Oklahoma City. I was introduced to Topas in 1986.<br \/>\nFrom the time of installation to the first pre-roll, Topas is one of<br \/>\nthe most intuitive PC animation packages on the market today. Some<br \/>\nof the attributes that appealed to me were the ability to generate<br \/>\nreflection maps, shadows, 2D projection maps, cross-sectional<br \/>\nmodeling, the ease of lighting a scene, and the time graph editor<br \/>\nfor ease-in and ease-out capabilities.  By now people have come to<br \/>\nexpect these types of tools in a 3D package, but not all packages<br \/>\nare designed for the user like Topas. The heads-up menu system<br \/>\noffers a less stressful environment unlike some two-monitor set-ups<br \/>\nwhere your head feels like it will fall off at the end of the day.<br \/>\nEven with the best programs and interfaces there is still room for<br \/>\nimprovement! For anyone wanting to get started in 3D animation on a<br \/>\nPC platform I would recommend TOPAS.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #581, from hmccracken, 699 chars, Sat Feb 27 16:43:46 1993<br \/>\nThis is a comment to message 580.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHi, Gerald &#8212; I&#8217;ve been playing with Crystal Desktop Animator (a version<br \/>\nof Topas that lacks the frame-by-frame recording features and sells for<br \/>\nhalf the price), and it is indeed a very nice package so far.  I&#8217;ve<br \/>\nfound it a lot easier to use than 3D Studio so far, and I&#8217;m crazy<br \/>\nabout features like &#8220;Depth Cue&#8221; (which gives you wire frame drawings that<br \/>\nfade in intensity the further away things are, making it a lot easier<br \/>\nto see things in perspective).  I do miss 3D Studi&#8217;s CD-ROM full of<br \/>\nobjects, animations, and textures, though.<\/p>\n<p>Also, I could be playing with Topas itself, too, except the copy I<br \/>\nhave seems to have come with a defective dongle, so the program won&#8217;t<br \/>\nload.  Sheesh!<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #582, from davemackey, 103 chars, Sat Feb 27 17:37:14 1993<br \/>\nThis is a comment to message 581.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOnce your dongle&#8217;s defective, you might as well hang it up&#8230; ::grin::<br \/>\n                         &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #583, from entropy, 10225 chars, Mon Mar 29 21:24:41 1993<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Raytracing\/Animation Query\/Survey\/Offer<br \/>\nO.k., folks, this is **NOT REAL**, just a preliminary query.<\/p>\n<p>I&#8217;m working on a homebrew parallel processor and I&#8217;m porting PoV-Ray<br \/>\n1.0 to it. I do a lot of rendering experimentally and I&#8217;m thinking<br \/>\nof going commercial.<\/p>\n<p>I have collected many wonderful POV-related utilities, which allow me<br \/>\nto render 3D-Studio and DXF as well as POV files. Also, some nice<br \/>\nwireframe modellers and front-ends for DOS and Windows.<\/p>\n<p>I know I have to talk to the PoV-Team (and respective authors of the<br \/>\nutilities) about special arrangements for commercial use. I have<br \/>\nevery intention of doing so. But first I have to find out whether<br \/>\ncommercial use is even viable or warranted.<\/p>\n<p>I&#8217;m also painfully eco-conscious about the net.world. The Internet<br \/>\nhas been an invaluable resource to me, and I would like to somehow<br \/>\npay it back.<\/p>\n<p>SO HERE&#8217;S THE DEAL:<\/p>\n<p>Please answer the survey questions below and mail your answers<br \/>\ndirectly to me at one of the following e-mail addresses (listed in<br \/>\norder of DECREASING preference):<\/p>\n<p>Internet:   <span \n                data-original-string=\"FOcaG25XyFT5lFckbZugbw==81aNCyoknY8iFOfftrfAbj0e14I\/Q8oq2nd+Z95zjnnjew=\"\n                class=\"apbct-email-encoder\"\n                title=\"This contact has been encoded by Anti-Spam by CleanTalk. Click to decode. To finish the decoding make sure that JavaScript is enabled in your browser.\">en<span class=\"apbct-blur\">*****@pa***.c<\/span>om<\/span> (best) or <span \n                data-original-string=\"71fM27CtZM66b1ivxrwYbQ==81arCKZETdAIvh6MLKhoA6FBA==\"\n                class=\"apbct-email-encoder\"\n                title=\"This contact has been encoded by Anti-Spam by CleanTalk. Click to decode. To finish the decoding make sure that JavaScript is enabled in your browser.\">en<span class=\"apbct-blur\">*****@BI*.c<\/span>om<\/span><br \/>\nBIX:        entropy<br \/>\nMCI Mail:   ENTROPY<br \/>\nCompuServe: 71302,1550<\/p>\n<p>FidoNet:    Fordham Jesuit BBS (Bronx, NY)<br \/>\n            Daniel Gross 1:278\/713<\/p>\n<p>Snail Mail: FLOW Research, Inc.<br \/>\n            P.O. Box 702<br \/>\n            Peter Stuyvesant Station<br \/>\n            New York, NY 10009<\/p>\n<p>PLEASE DO NOT POST YOUR SURVEY ANSWER. This stuff clogs up NetNews<br \/>\nand is of little or no interest on an answer-by-answer basis. If<br \/>\nthere is enough demand and I get a meaningful number of responses,<br \/>\nI will post a summary to the same place you found this message.<\/p>\n<p>Survey respondents who return the survey (including their real<br \/>\nfull name and a valid e-mail address) will receive $50 of free<br \/>\nuse of the processor if and when it is operational.<\/p>\n<p>The survey has 12 questions, and should take at most 15 minutes to<br \/>\ncomplete (especially if you just &#8220;clone&#8221; this message into a text<br \/>\neditor and fill in your answers). Thanks for taking the time to<br \/>\nanswer.<\/p>\n<p>Daniel<\/p>\n<p>(If you are using BIXNav, I recommend reading what follows using<br \/>\n the fixed-spacing System font &#8212; System-F from the Font menu).<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; SURVEY STARTS HERE &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p>     Full name:<br \/>\nE-mail address:<\/p>\n<p>1. I use raytracing\/rendering for (check all that apply):<\/p>\n<p>[ ] &#8211; Fun                         [ ] &#8211; Visualization &#8211; medical<br \/>\n[ ] &#8211; Art &#8211; still images          [ ] &#8211; Visualization &#8211; industrial\/CAD<br \/>\n[ ] &#8211; Art &#8211; animation             [ ] &#8211; Visualization &#8211; architectural<br \/>\n[ ] &#8211; Art &#8211; anim->video output    [ ] &#8211; Visualization &#8211; other<br \/>\n[ ] &#8211; Virtual Reality\/Walkthrough<\/p>\n<p>[ ] &#8211; Other (pls describe below)<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>2. My MAIN\/PREFERRED modelling\/CAD system is a (check one only):<\/p>\n<p>[ ] &#8211; Sun Workstation                   [ ] &#8211; PC\/MS-DOS<br \/>\n[ ] &#8211; VAX (all\/any)                     [ ] &#8211; PC\/Windows<br \/>\n[ ] &#8211; Iris Indigo                       [ ] &#8211; PC\/ OS\/2<br \/>\n[ ] &#8211; Other SGI System                  [ ] &#8211; Macintosh (all)<br \/>\n[ ] &#8211; 386-based UNIX                    [ ] &#8211; Amiga<br \/>\n[ ] &#8211; Other UNIX                        [ ] &#8211; Atari<\/p>\n<p>[ ] &#8211; Other (pls describe below)<\/p>\n<p>_________________________________________________________________<\/p>\n<p>3. My MAIN\/PREFERRED raytracing\/rendering system is a (check one<br \/>\nonly):<\/p>\n<p>[ ] &#8211; Same system as for Question 2<\/p>\n<p>[ ] &#8211; Sun Workstation                   [ ] &#8211; PC\/MS-DOS<br \/>\n[ ] &#8211; VAX (all\/any)                     [ ] &#8211; PC\/Windows<br \/>\n[ ] &#8211; Iris Indigo                       [ ] &#8211; PC\/ OS\/2<br \/>\n[ ] &#8211; Other SGI System                  [ ] &#8211; Macintosh (all)<br \/>\n[ ] &#8211; 386-based UNIX                    [ ] &#8211; Amiga<br \/>\n[ ] &#8211; Other UNIX                        [ ] &#8211; Atari<\/p>\n<p>[ ] &#8211; Other (pls describe below)<\/p>\n<p>_________________________________________________________________<\/p>\n<p>4. My MAIN\/PREFERRED CAD\/modelling software is:<\/p>\n<p>[ ] &#8211; AutoCAD (Version you are using: _____)<br \/>\n[ ] &#8211; 3D Studio                       [ ] &#8211; Ray Dream<br \/>\n[ ] &#8211; Lightwave 3D                    [ ] &#8211; Sculpt 4D<br \/>\n[ ] &#8211; Alias Sketch                    [ ] &#8211; StrataVision 3d<br \/>\n[ ] &#8211; Alias Upfront                   [ ] &#8211; Super 3D<br \/>\n[ ] &#8211; DynaPerspective                 [ ] &#8211; Swivel 3D<br \/>\n[ ] &#8211; Infini-D                        [ ] &#8211; Virtus Walkthrough<br \/>\n[ ] &#8211; Macromedia Three-D\/MacroModel   [ ] &#8211; 3D WorkShop<br \/>\n[ ] &#8211; AT&#038;T TOPAS                      [ ] &#8211; Digital Arts DGS<br \/>\n[ ] &#8211; Playmation                      [ ] &#8211; Crystal Desktop Animator<\/p>\n<p>[ ] &#8211; Other &#8211; Proprietary (Name: ___________________________________)<\/p>\n<p>[ ] &#8211; Other &#8211; Shareware\/PD (Name: __________________________________)<\/p>\n<p>[ ] &#8211; Other &#8211; Homebrew (pls describe below):<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>5. My MAIN\/PREFERRED raytracing\/rendering software is:<\/p>\n<p>[ ] &#8211; Same software as for Question 4<\/p>\n<p>[ ] &#8211; RenderMan                 [ ] &#8211; Swivel 3D<br \/>\n[ ] &#8211; 3D Studio                 [ ] &#8211; Virtus Walkthrough<br \/>\n[ ] &#8211; Lightwave 3D              [ ] &#8211; 3D WorkShop<br \/>\n[ ] &#8211; Alias Sketch              [ ] &#8211; Digital Arts DGS<br \/>\n[ ] &#8211; Alias Upfront             [ ] &#8211; Playmation<br \/>\n[ ] &#8211; DynaPerspective           [ ] &#8211; Crystal Desktop Animator<br \/>\n[ ] &#8211; Infini-D                  [ ] &#8211; Radiance<br \/>\n[ ] &#8211; Macromedia Three-D        [ ] &#8211; DKBTrace\/PoV-Ray<br \/>\n[ ] &#8211; AT&#038;T TOPAS                [ ] &#8211; PolyRay<br \/>\n[ ] &#8211; Ray Dream                 [ ] &#8211; MTV<br \/>\n[ ] &#8211; Sculpt 4D                 [ ] &#8211; Vivid<br \/>\n[ ] &#8211; StrataVision 3d           [ ] &#8211; Super 3D<br \/>\n[ ] &#8211; Renderize\/Windows<\/p>\n<p>[ ] &#8211; Other &#8211; Proprietary (Name: ___________________________________)<\/p>\n<p>[ ] &#8211; Other &#8211; Shareware\/PD (Name: __________________________________)<\/p>\n<p>[ ] &#8211; Other &#8211; Homebrew (pls describe below):<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>6. My PREFERRED output file formats are (check all that apply):<\/p>\n<p>[ ] &#8211; TARGA (all)<br \/>\n[ ] &#8211; Win-OS\/2 BMP<br \/>\n[ ] &#8211; PCX<br \/>\n[ ] &#8211; GIF<br \/>\n[ ] &#8211; JPEG<br \/>\n[ ] &#8211; TIFF<br \/>\n[ ] &#8211; PICT (Mac)<br \/>\n[ ] &#8211; Amiga ILBM (.IFF)<br \/>\n[ ] &#8211; CALS Raster (.CAL)<br \/>\n[ ] &#8211; GEM IMG<br \/>\n[ ] &#8211; Other (pls describe below):<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>7. Given the rendering-time shown in the left column for a still<br \/>\n1024&#215;768 24-bit image for an imagined 3D model, indicate how much<br \/>\nyou would pay (US$) to have it rendered off-site:<\/p>\n<p>1 hour     US$: [ ]- $1    [ ] &#8211; $2   [ ]- more   [ ]- $ ___<br \/>\n2 hours         [ ]- $1    [ ] &#8211; $2   [ ]- more   [ ]- $ ___<br \/>\n4 hours         [ ]- $2    [ ] &#8211; $3   [ ]- more   [ ]- $ ___<br \/>\n8 hours         [ ]- $2    [ ] &#8211; $3   [ ]- more   [ ]- $ ___<br \/>\n10 hours        [ ]- $3    [ ] &#8211; $4   [ ]- more   [ ]- $ ___<br \/>\n15 hours        [ ]- $4    [ ] &#8211; $5   [ ]- more   [ ]- $ ___<br \/>\n20 hours        [ ]- $5    [ ] &#8211; $6   [ ]- more   [ ]- $ ___<br \/>\n30 hours        [ ]- $6    [ ] &#8211; $8   [ ]- more   [ ]- $ ___<br \/>\n40 hours        [ ]- $7    [ ]- $10   [ ]- more   [ ]- $ ___<br \/>\n50 hours        [ ]- $8    [ ]- $12   [ ]- more   [ ]- $ ___<\/p>\n<p>8. Given the example still-image from Question 7, and assuming one<br \/>\nframe requires 1 hour to render, what would you pay for a 30<br \/>\nframe-per-second animation based on the same 3D model?<\/p>\n<p>8a. 10 seconds, i.e. 300 frames (12 days, 12 hours to render):<br \/>\n[ ] $50     [ ] $100      [ ] $200    [ ] Other $____<\/p>\n<p>8b. 30 seconds, i.e. 900 frames (37 days, 12 hours to render):<br \/>\n[ ] $100    [ ] $300      [ ] $600    [ ] Other $____<\/p>\n<p>8c. 5 minutes, i.e. 18,000 frames (2 Years, 20 days to render):<br \/>\n[ ] $2,000  [ ] $5,000    [ ] $10,000 [ ] Other $_____<\/p>\n<p>9. Taking the 5-minute animation in Question 8c above, what kind of<br \/>\npremium would you pay to have the rendering completed in:<\/p>\n<p>6 Months?               Indicate $______ or ___%<\/p>\n<p>3 Months?                        $______ or ___%<\/p>\n<p>1 Month?                         $______ or ___%<\/p>\n<p>1 Week?                          $______ or ___%<\/p>\n<p>1 Day?                           $______ or ___%<\/p>\n<p>10 (Optional). If you dislike the implicit rendering-time basis for<br \/>\nbilling in the above questions, please describe an alternative<br \/>\nbilling\/pricing scheme of which you WOULD approve (e.g. based on<br \/>\nscene-file complexity, # of objects, # of CPUs utilized, task queing<br \/>\npriority, # of real days turnaround, etc).<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>11. What kind of access to this system would you prefer?<\/p>\n<p>[ ] &#8211; Modem direct-dial (e.g. BBS)<br \/>\n[ ] &#8211; telnet access<br \/>\n[ ] &#8211; X.25 access (TymNet\/SprintNet)<br \/>\n[ ] &#8211; FTP access<br \/>\n[ ] &#8211; E-mail Server<br \/>\n[ ] &#8211; Client\/Server-LAN extension<br \/>\n[ ] &#8211; Disk-by-mail<br \/>\n[ ] &#8211; Other (pls describe below):<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>12. What would be your preferred delivery method?<br \/>\n    (Check one only, or several in order of preference,<br \/>\n     using 1, 2, 3 etc. instead of X)<\/p>\n<p>[ ] &#8211; Same as for Question 10 above<\/p>\n<p>[ ] &#8211; Modem direct-dial (e.g. BBS)<br \/>\n[ ] &#8211; telnet access<br \/>\n[ ] &#8211; X.25 access (TymNet\/SprintNet)<br \/>\n[ ] &#8211; FTP access<br \/>\n[ ] &#8211; E-mail Server<br \/>\n[ ] &#8211; Client\/Server-LAN extension<\/p>\n<p>[ ] &#8211; Videotape<br \/>\nFormat: [ ]- S-VHS<br \/>\n\t[ ]- Hi-8<br \/>\n\t[ ]- Betacam SP<br \/>\n\t[ ]- 1&#8243;<br \/>\n\t[ ]- 3\/4&#8243;<br \/>\n\t[ ]- Sony D2<br \/>\n\t[ ]- Other:<br \/>\n         _____________     \\<br \/>\n                             \\<br \/>\n[ ] &#8211; Disk                     \\        [ ] US Mail<br \/>\n[ ] &#8211; M\/O Cartridge              \\ via: [ ] UPS<br \/>\n      (Type: _____________)      \/      [ ] FedEx\/DHL\/Airborne<br \/>\n[ ] &#8211; Orange-book CD by mail   \/        [ ] Local Courier Svc.<\/p>\n<p>[ ] &#8211; Any of the above with E-mail notification<\/p>\n<p>[ ] &#8211; Other (pls describe below):<\/p>\n<p>_________________________________________________________________<\/p>\n<p>_________________________________________________________________<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; END OF SURVEY &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; T H A N K S !!! &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #584, from hmccracken, 984 chars, Sun Jun 13 22:15:07 1993<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Morphing!<br \/>\nI hate to see this topic so vacant when there&#8217;s so much of interest going<br \/>\non in microcomputer-based animation.  But it&#8217;s partially my fault, since&#8217;<br \/>\nI didn&#8217;t file a report on some of the nifty animation tools I saw at<br \/>\nSpring COMDEX a couple of weeks ago.  Most interesting were the several<br \/>\nWindows-based morphing porgrams: PhotoMorph from North Coast Software,<br \/>\nanother from HSC Software, and another from a company called Gryphon.<br \/>\nThese can&#8217;t do full-scale, Terminator 2 type animated morphing &#8212; you&#8217;re<br \/>\nlimited to morphing one still image into another.  (The high-end, Lucasfilm<br \/>\nmorphing can be of a moving scene, so you can have a chap turn into a<br \/>\nmonster at the same time he&#8217;s running down an alley, for instance.)<\/p>\n<p>The demos of these inexpensive (less than $100) programs were still impressive,<br \/>\nthough.  I have a copy of PhotoMorph which I&#8217;m going to load up and play with.<br \/>\nHas anyone out there actually used PC (or Mac or Amiga) morphing software<br \/>\nyet?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #585, from switch, 488 chars, Mon Jun 14 10:27:35 1993<br \/>\nThis is a comment to message 584.<br \/>\nThere are additional comments to message 584.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nImageFX\/Cinemorph on the Amiga allows for morphing between two<br \/>\nstill images or two animated sequences (like having someone turn<br \/>\n\u0015<br \/>\n|;3sinto a monster while running)<br \/>\ninto a monster while running).  I don&#8217;t know how well it works,<br \/>\nas I tried to create a demo for an Amiga paint\/animation class<br \/>\nI was teaching and couldn&#8217;t get the thing to work.<\/p>\n<p>Looking through the instruction manual, it seems to be a fairly<br \/>\nintuitive system.  I just don&#8217;t know how good it looks when it&#8217;s<br \/>\nfinished.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #586, from number6, 383 chars, Mon Jun 14 21:00:30 1993<br \/>\nThis is a comment to message 584.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 584.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nFor morphing on Amiga, check out Babylon 5 and Deep Space 6 somewhere in the<br \/>\nquasilimbo of syndication.  I&#8217;d love to try ASDG&#8217;s Morph+, myself, soon as<br \/>\nI get togetheer the cash.  From everything I&#8217;ve read and seen, it takes<br \/>\ndetermined patience and perseverence.  Remember when the first PD 3D<br \/>\nmodelling programs came out.  Only those who stayed with it became world<br \/>\nclass renderers.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #587, from hmccracken, 325 chars, Mon Jun 14 21:34:30 1993<br \/>\nThis is a comment to message 586.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWell, PhotoMorph looks fairly easy.  You start with the &#8220;start&#8221; and<br \/>\n&#8220;end&#8221; pictures, then place editing points on key features of the<br \/>\n&#8220;start&#8221; frame (like eyes, nose, etc.) which you then move to the corresponding<br \/>\nfeature on the &#8220;end&#8221; picture.  The computer than interpolates, coming up<br \/>\nwith the intermediate frames.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #588, from dmason, 194 chars, Mon Jun 14 22:43:30 1993<br \/>\nThis is a comment to message 584.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 584.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ve played with the demo of Blackbelt&#8217;s WinImages:Morph.  It&#8217;s very<br \/>\nimpressive, and can handle moving morphs.  I&#8217;ve also used DMorf,<br \/>\na shareware morphing program.  (In fact, I wrote it).<br \/>\n&#8211;dkm<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #589, from hmccracken, 82 chars, Mon Jun 14 22:56:29 1993<br \/>\nThis is a comment to message 588.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWow!  Please tell us more about DMorf &#8212; like if it&#8217;s available on BIX!<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #590, from pixelmove, 223 chars, Tue Jun 15 00:17:15 1993<br \/>\nThis is a comment to message 584.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAny morphing package allows you to morph sequences of images, if you pair<br \/>\nthe frames manually. But there are programs that make life easier. On the<br \/>\nAmiga, Morph Plus, Image EFX\u001b[D\u001b FX and Imagemaster all have this feature.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #591, from switch, 338 chars, Tue Jun 15 17:14:43 1993<br \/>\nThis is a comment to message 587.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nCineMorph does that as well, but it has a number of extra features.<br \/>\nFor instance, you can tinker with the morph by setting extra key<br \/>\nframes.  You can choose the type of morphing between the points &#8212;<br \/>\nlinear and <mumble>.  There are other options, but I haven&#8217;t looked<br \/>\nat it since the class, as I haven&#8217;t really had the opportunity.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #592, from switch, 47 chars, Tue Jun 15 17:15:06 1993<br \/>\nThis is a comment to message 589.<br \/>\nThere are additional comments to message 589.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI think it&#8217;s in amiga.arts\/listings, no?<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #593, from dmason, 354 chars, Sun Jun 20 20:14:48 1993<br \/>\nThis is a comment to message 589.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHarry,<br \/>\n  DMorf is a DOS-based morphing program, which&#8217;ll do transitions between<br \/>\nstill GIF, TGA, or Vivid IMG picture files.  I just checked over in the<br \/>\ngraphic.disp\/listings area, and there is an old version of it, Alpha 0.12.<br \/>\nThe current release, 1.0, isn&#8217;t on BIX.  I&#8217;d upload 1.0 now, but 1.1 is<br \/>\ngoing to be done in a week or so so I&#8217;ll wait.<br \/>\n&#8211;dkm<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #594, from hmccracken, 82 chars, Sun Jun 20 23:22:49 1993<br \/>\nThis is a comment to message 593.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nGreat!  We&#8217;d love to have it in animation\/listings when it&#8217;s available.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #595, from davemackey, 114 chars, Thu Jul 15 16:15:42 1993<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Magazine retitle&#8230;<br \/>\n&#8220;Desktop Video World&#8221; has been retitled &#8220;Digital Video.&#8221; The magazine counts<br \/>\namong its<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #596, from hmccracken, 184 chars, Thu Jul 15 17:00:39 1993<br \/>\nThis is a comment to message 595.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nLooks like part of your message is missing, Dave.  (And thank you for the<br \/>\nnews &#8212; which I didn&#8217;t know, which is odd since I write for them and spoke<br \/>\nto them only yesterday!)<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #597, from davemackey, 237 chars, Sat Jul 17 02:20:32 1993<br \/>\nThis is a comment to message 596.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe message ended that &#8220;the magazine counts among its contributors the one<br \/>\nand only Harry McCracken.&#8221; The current issue on newsstands now carries the<br \/>\nnew title, and I&#8217;m surprised no one advised you of it.<br \/>\n                         &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #598, from hmccracken, 271 chars, Sat Jul 17 09:25:26 1993<br \/>\nThis is a comment to message 597.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWaitaminnit, are you positive?  I have the August-September issue, which is<br \/>\ntitled _Desktop Video World_, and since it&#8217;s a bi-monthly the next issue isn&#8217;t<br \/>\ndue out for awhile (in fact, I&#8217;m working on a piece for it right now).<\/p>\n<p>You sure this isn&#8217;t a competitor?<br \/>\n &#8211; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #599, from hmccracken, 718 chars, Mon Jul 19 09:35:07 1993<br \/>\nThis is a comment to message 598.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOK, here&#8217;s the scoop on _Desktop Video World_\/_Digital Video_, direct<br \/>\nfrom the horse&#8217;s mouth: They haven&#8217;t changed their title.  But you<br \/>\n*did* see it under the title _Digital Video_.<\/p>\n<p>Confused yet?  What&#8217;s going on is that they&#8217;re *considering* changing<br \/>\nthe title to _Digital Video_, and as an experiment are test-marketing<br \/>\nit in a few cities under that name.  Your area is one of those that&#8217;s<br \/>\ngetting the test-market version, and mine isn&#8217;t &#8212; hence my initial<br \/>\nbafflement when you said you saw it under the _Digital Video_ title.<\/p>\n<p>Any full-fledged title change is likely to come in the Fall.  Meanwhile,<br \/>\nyou might want to buy a copy of the current issue of _Digital Video_,<br \/>\nDave &#8212; it&#8217;s a collectors&#8217; item!<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #600, from hmccracken, 1190 chars, Fri Aug  6 00:09:36 1993<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Macworld News<br \/>\nSpent part of the day at Macworld, and whil\u0005e I was there too briefly to scope<br \/>\nout the booths of the Mac animation vendors (Strata, Specular, etc.), I did<br \/>\nsee two animation-related products worth mentioning.  The first is a Disney<br \/>\nscreen saver from Berkeley Systems, creators of After Dark.  I didn&#8217;t get<br \/>\na close enough look at it to judge its quality, but I was tickled to see it,<br \/>\nin part because I suggested such a product to them last year.  (I&#8217;m not<br \/>\ntaking any credit, of course &#8212; it&#8217;s a natural idea.)<\/p>\n<p>The other product is something I got a copy of &#8212; an interactive CD-ROM<br \/>\ncartoon from a company called Tune 1000.  It&#8217;s at the office and I&#8217;ve<br \/>\nforgotten the name of the product, but it&#8217;s basically a TV-like animated<br \/>\ncartoon about a heroic kangaroo, with several spots at which you can, in<br \/>\na vague sort of way, control what happens.  The animation is fairly<br \/>\nrudimentary (although not much more so than some TV animation), but the<br \/>\ngraphics are relatively slick and the soundtrack is very good.  It&#8217;s not<br \/>\nterribly entertaining on its own merits, but interesting as an example of<br \/>\nwhat might turn into an interesting media for animation over the long run.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #601, from davemackey, 440 chars, Fri Sep 17 19:52:37 1993<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Leno no longer has that Hoboken touch<br \/>\nDesignEFX of Atlanta has fashioned a new computer-animated opening sequence<br \/>\nfor &#8220;The Tonight Show With Jay Leno.&#8221; The graphics show television sets with<br \/>\nvarious images of Jay flying through the air.<br \/>\n     The new titles replace the multitiude of curtains which were designed by<br \/>\nAcademy Award winning animator Zbigniew Rybcynski and produced in his Hoboken<br \/>\nstudio.<br \/>\n                         &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #602, from hmccracken, 204 chars, Fri Sep 17 21:13:22 1993<br \/>\nThis is a comment to message 601.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n&#8230;But &#8220;Late Night With Conan O&#8217;Brien&#8221; has a nice animated opening, and<br \/>\n&#8220;The Chevy Chase Show&#8221; has an interesting title sequence that seems to be<br \/>\ndone at least partially with computer graphics.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #603, from hmccracken, 989 chars, Sat Oct  2 15:04:18 1993<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Introducing Moxy<br \/>\nLater this year, the Cartoon Network plans to premiere a show called _The<br \/>\nMoxy Pirate Show_.  The program will star Moxy, a checkered pants-wearing<br \/>\npooch whom the &#8216;Toon Network describes as &#8220;television&#8217;s first live<br \/>\nanimation character.&#8221;<\/p>\n<p>What&#8217;s a live animation character?  Well, Moxy is a piece of computer<br \/>\nanimation that&#8217;s created in real time.  A performer in a body<br \/>\nsuit acts out Moxy&#8217;s performance, and his movements are tracked by<br \/>\na computer graphics system that turns them into animation of<br \/>\nMoxy on the spot &#8212; there&#8217;s no drawing, cel painting, or photography<br \/>\ninvolved.  It&#8217;s a sort of instant animation that&#8217;s really a<br \/>\ncrossbreed of animation and puppetry.<\/p>\n<p>The voice of Moxy is provided by comedian Bobcat Goldthwait.  A<br \/>\nsimilar technology was used to create Waldo, a fish-like character<br \/>\nwho has appeared in at least one Muppet TV special.  Both<br \/>\nWaldo and Moxy were created with technology provided by Colossal<br \/>\nPictures, a San Francisco company.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #604, from pixelmove, 765 chars, Sun Oct  3 16:12:37 1993<br \/>\nThis is a comment to message 603.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nArghhh! We don&#8217;t have The Cartoon Network in our area! I guess I have to<br \/>\nflood them with letters&#8230;<\/p>\n<p>The process of animating a computer generated character in real time is<br \/>\nvery interesting and works basically like this: A series of frames with<br \/>\nthe main character positions (and feature positions such as mouth) are<br \/>\npre-rendered and assigned to specific positions of the body suit\/sensors.<br \/>\nWhen the body is moved, the computer recalls the right frames in real time.<br \/>\nAt this year&#8217;s Siggraph there was a very interesting demonstration of this<br \/>\nsystem at the Viewpoint&#8217;s booth, where this computer character interacted<br \/>\nwith show atendees (the actor who was operating the character was very funny).<\/p>\n<p>Seems like we&#8217;ll be seeing a lot more &#8220;live&#8221; cartoon characters soon.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #605, from hmccracken, 201 chars, Sun Oct  3 18:39:23 1993<br \/>\nThis is a comment to message 604.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWell, if you get TBS or TNT, you&#8217;ll get to see Moxy during the big<br \/>\nsix-network cartoon marathon that will be running on all of Turner&#8217;s<br \/>\nchannels (except, for some odd reason, CNN and CNN-2).<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #606, from pixelmove, 35 chars, Mon Oct  4 03:32:36 1993<br \/>\nThis is a comment to message 605.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThat&#8217;s great! Thanks for the info.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #607, from switch, 1488 chars, Wed Oct  6 21:33:00 1993<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: An Evening with SoftImage&#8230;<br \/>\n&#8230;was the name of the show last night.  For two and a half hours, three folks<br \/>\nfrom SoftImage wowed us with demonstrations of their 3-D animation software.<br \/>\nThey started off by showing us clips of animations done with SoftImage<br \/>\nsoftware, from places like Texas A&#038;M University, Grekel Productions (who are<br \/>\nhere on BIX), and Gribouille, a studio in France.  Conspicuously absent was<br \/>\n_Jurassic Park_, but then this presentation was at the Cinematheque<br \/>\nQuebecoise, and was focused more on the art of animation rather than whiz-bang<br \/>\nspecial effects.<\/p>\n<p>So what did we see for our $4 Canadian (about $3 US)?  We watched our host<br \/>\ncreate a fish swimming through water in very little time, for starters &#8212; he<br \/>\nquickly made a fish shape in the modeller, showing how an object is created,<br \/>\nhow it can be displayed in wireframe or shaded in real-time, how colour is<br \/>\napplied; then he went on to make a simple path for the fish to follow, added<br \/>\na rocky sea-bottom via a texture map, threw in the water and the sky, and<br \/>\nvoila &#8212; a cute fish swimming happily.  Throughout it all he concisely and<br \/>\nhumourously explained the process and the software&#8217;s particular features.<\/p>\n<p>A quick tangent as he explained how their software can &#8220;grow&#8221; different kinds<br \/>\nof plants fractally, then he was on to showing how an entire segment of an<br \/>\nobject (say, a dolphin&#8217;s tail) can be manipulated intuitively &#8212; again, in<br \/>\nreal-time &#8212; with the &#8220;skin&#8221; stretching as necessary.<\/p>\n<p>To be continued&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #608, from switch, 572 chars, Wed Oct  6 22:10:37 1993<br \/>\nThis is a comment to message 607.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThey also showed us how they animate with skeletons, and how they use what&#8217;s<br \/>\ncalled an &#8220;inverse hierarchy&#8221;, where you define, say, an arm&#8217;s joints, and when<br \/>\nyou move the shoulder, elbow, wrist, or hand the rest of the arm follows<br \/>\nappropriately, joints bending as necessary.<\/p>\n<p>There was also a live demonstration of one of their PolyMuse systems, which is<br \/>\npretty much a live action-recorder like the one pixelmove described a few posts<br \/>\nback.  Impressive to watch.<\/p>\n<p>There was actually a bit more, but I hhaven&#8217;t sorted it all in my head yet.<br \/>\nFascinating stuff, though.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #609, from hmccracken, 632 chars, Wed Oct  6 23:42:44 1993<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: 3D Studio 3.0<br \/>\nAutodesk&#8217;s 3D Studio 3.0, which should be shipping any day, is a nifty upgrade<br \/>\nto the most powerful 3D animation package for PCs.  The new feature I like<br \/>\nmost is networked rendering &#8212; you can set up a bunch of machines with<br \/>\n3D Studio, then use a master system to distribute rendering jobs across<br \/>\nthe network.  Also new and noteworthy is the use of *64* bit color to do<br \/>\ninternal calaculations and a vastly better, faster anti-aliasing engine.<br \/>\nAny 3D Studio users here?  I like Crystal&#8217;s TOPAS Pro better in some<br \/>\nways &#8212; it&#8217;s definitely easier to use &#8212; but Autodesk has done a great<br \/>\njob with Studio.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #610, from pixelmove, 285 chars, Thu Oct  7 03:28:09 1993<br \/>\nThis is a comment to message 608.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nDid they show the voice-activated recorder, also?<\/p>\n<p>I saw it at Siggraph and it was very nice. You speak into this microphone<br \/>\nand the software chooses the apropriate mouth positions on the object for<br \/>\nyou.<\/p>\n<p>Seeing Softimage in action makes you wish you has a spare $35k, doesn&#8217;t it?<br \/>\n\ud83d\ude09<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #611, from pixelmove, 1248 chars, Thu Oct  7 03:39:01 1993<br \/>\nThis is a comment to message 609.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;m a 3D Studio user and I love it. 3.0 is really so much better! And I agree<br \/>\nwith your observation as it being the most powerful 3D animation package for<br \/>\nPCs. One of the features I use a lot is the Video Post. I have composited<br \/>\na series of tv commercials digitally on Video Post and output the finished<br \/>\nproduct to MII broadcast videotape for a 1st generation product with no<br \/>\ntraditional editing involved. If you have seen Autodesk&#8217;s 1993 demo reel<br \/>\nyou saw some of my work (and part of one of the commercials &#8211; the animated<br \/>\nold-style tv set). My company&#8217;s name is Digital Reality.<\/p>\n<p>The network rendering was very well implemented, and I believe it is the<br \/>\nbest solution for the fastest rendering for the money for any pc. I bet you<br \/>\ncan render faster with 3D Studio and a network of PCs than you can with<br \/>\nNewtek&#8217;s new Screamer, for the money. The Screamer costs $9,999 for the<br \/>\nbasic, single-processor unit with no RAM. You can get at least 10 very<br \/>\nfast network-ready PCs for that money. And they&#8217;d be ready to work. Add<br \/>\nRAM and the other 3 processors to the Screamer and you can buy several more<br \/>\nPCs! Not counting the fact that 3D Studio averages 7 times faster than<br \/>\nLightwave to start with.<\/p>\n<p>So, are you also a 3D Studio user or a Topas Pro user?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #612, from switch, 437 chars, Thu Oct  7 07:15:03 1993<br \/>\nThis is a comment to message 610.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n> Did they show the voice-activated recorder, also?<\/p>\n<p>Yes, I&#8217;d forgotten that.<\/p>\n<p>> I saw it at Siggraph and it was very nice. You speak into this microphone<br \/>\n> and the software chooses the apropriate mouth positions on the object for<br \/>\n> you.<\/p>\n<p>Well, almost.  Squinting and listening really carefully, it seems that it<br \/>\njust opens and closes the mouth depending on volume; it essentially takes much<br \/>\nof the brute work of lip syncing away.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #613, from hmccracken, 861 chars, Thu Oct  7 09:36:35 1993<br \/>\nThis is a comment to message 611.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOne of the things I like best about the network rendering is how easy<br \/>\nand inexpensive it is to use.  (In fact, I even got it working without<br \/>\na network, using a paralel cable and Traveling Software&#8217;s Laplink<br \/>\nRemote software package!) A little tinkering with configuration files<br \/>\nand you&#8217;re all set to go.<\/p>\n<p>As a reviewer of animation software packages, I&#8217;ve used both Studio and<br \/>\nTOPAS intensively.  I like TOPAS&#8217;s easy-to-use interface a lot.  But<br \/>\nthen, Studio is clearly the more powerful product (actually, I think<br \/>\nthere is or will be an update to TOPAS that I haven&#8217;t seen yet).<br \/>\nThe one thing I really don&#8217;t like about Studio is the interface &#8212;<br \/>\nmy arm gets sore from all the mouse-movements you have to do. I<br \/>\nthink Autodesk should revamp the interface, but they say they&#8217;re more<br \/>\ninterested in adding more power than making the package easier to use.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #614, from pixelmove, 445 chars, Fri Oct  8 00:13:37 1993<br \/>\nThis is a comment to message 612.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYes, I guess you are right. It&#8217;s been a while since I&#8217;ve seen it and I don&#8217;t<br \/>\nremember how many mouth positions they had. I don&#8217;t see why, however, you<br \/>\ncould not have several mouth positions &#8211; unless their voice recognition<br \/>\nsystem is not that great. OTOH, if they use some of those mouth sensors,<br \/>\nthey can easily detect the position of the lips and trigger the appropriate<br \/>\nkeyframes. This was show at this year&#8217;s Siggraph on the Wavefront booth.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #615, from pixelmove, 1595 chars, Fri Oct  8 00:33:12 1993<br \/>\nThis is a comment to message 613.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYes, I agree with the amount of arm movement required in 3D Studio, specially<br \/>\nwhen you are working at 1280&#215;1024 resolution. On the plus side, however, the<br \/>\nprogram offers so many features that I don&#8217;t mind the arm workout that much.<br \/>\nThere are also many keyboard shortcuts that make life a lot easier. I find<br \/>\nmyself using them more and more.<\/p>\n<p>If Autodesk continues to give us more power in exchange for the interface,<br \/>\nI don&#8217;t mind. Actually, it is a very versatile interface in the sense that<br \/>\na lot of it can be changed. Like the number\/position of views, etc. They<br \/>\nhave improved the materials editor interface a bit , also, for release 3.<\/p>\n<p>Your idea of using laplink sounds very interesting. Was it too dificult to<br \/>\nsetup? Is it a lot slower than a normal network system?<\/p>\n<p>I have very little experience with Topas, and that was a while ago. I thought<br \/>\nit was kind of limited at the time, but I hear the new version is very nice.<br \/>\nI doubth, though, that it gets even close to 3D Studio in terms of features<br \/>\nand rendering quality. I like 3D Studio&#8217;s rendering engine a lot, specially<br \/>\nwith the release 3 enhancements. It delivers that soft look that the big<br \/>\nworkstation companies like Softimage deliver. As a matter of fact, it was<br \/>\nvery funny when my all-computer-generated first commercial aired in this<br \/>\nmarket. The two biggest animation houses (that use SGI\/ALIAS\/WAVEFRONT)<br \/>\ncalled the client and asked if the spot was produced by a major animation<br \/>\nhouse in L.A. I had a lot of fun not telling them what computer and software<br \/>\nI used  \ud83d\ude09 I guess &#8217;till this day they swear I used an SGI workstation.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #616, from hmccracken, 690 chars, Fri Oct  8 09:13:28 1993<br \/>\nThis is a comment to message 615.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAutodesk says that in general, its customers agree with you &#8212; they&#8217;re<br \/>\nhappy to give up ease-of-use if it means more high-end features. But<br \/>\nI still think the interface could be improved without reducing the<br \/>\nprogram&#8217;s power.<\/p>\n<p>Setting up Laplink Remote to work with 3D Studio was easy &#8212; the<br \/>\nmain problem was the dreaded 3D Studio dongle, which made it hard<br \/>\nto make the parallel-cable connection work. But other than that,<br \/>\nyou just install Laplink Remote on both machines, hook up the<br \/>\ncable, and you have a two-system network.  It&#8217;s much slower than<br \/>\na real network, but the network interchange seems to be a small<br \/>\ncomponent of the time it takes to do network rendering with<br \/>\nStudio.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #617, from pixelmove, 629 chars, Fri Oct  8 23:15:35 1993<br \/>\nThis is a comment to message 616.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe laplink &#8220;network&#8221; was a great tip. Harry. Thanks!<\/p>\n<p>Maybe Autodesk will gradually improve the interface. They have already taken<br \/>\na few steps in that direction by improving the materials editor interface on<br \/>\nrelease 3.<\/p>\n<p>One area where 3D Studio can&#8217;t be beat is the open architecture. IPAS routines<br \/>\nallow you add great new features without even have to wait for a software<br \/>\nupgrade. I heard that there are around 300 IPAS routines in the works by<br \/>\ndifferent developers. BTW, have you played with the colision detection one?<br \/>\nA local developer has created a cool one that does object flocking. I&#8217;m<br \/>\nanxious to see what will be out.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #618, from grekel, 1488 chars, Sun Oct 10 22:44:55 1993<br \/>\nThis is a comment to message 614.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThe mouth gag you saw was not really &#8220;voice recognition&#8221; but just some<br \/>\nsort of A-to-D converter that detected ANY audio and rotated the<br \/>\nbottom lip of the model accordingly. Nice flash for trade shows&#8230;<br \/>\nSoftImage has also been showing its motion capture system, using<br \/>\nPolhemus position sensors attached to a live model&#8217;s head, hands<br \/>\nand feet, and mapping that data onto a mannequin in the computer.<br \/>\nIt works pretty well in lo-res, but scanning all the sensors takes<br \/>\na lot of machine cycles, so motions must be slow and fluid.<br \/>\nI thought it was interesting that ILM adapted traditional monster<br \/>\narmatures (ball-and-socket type models) by attaching sensors to the<br \/>\nprimary joints and using tried-and-true stop-motion techniques to<br \/>\nmove the Jurassic Park dinos, instead of using any of the newer<br \/>\nSoftImage motion routines &#8212; ILM said their machines would crash<br \/>\nwhen they used these new routines with their (admittedly very<br \/>\ncomplex) models.<\/p>\n<p>At the SoftImage user group meeting at SIGGRAPH, ILM showed their<br \/>\nreel of JP shots, including a lot of early (failed) attempts.<br \/>\nIt&#8217;s just AMAZING how much of their stuff is just done by hand,<br \/>\nframe by frame.<br \/>\nEspecially matching a CG move to a camera move. I&#8217;ve heard of<br \/>\ncamera pan heads that record the moves and spit out data streams<br \/>\nthat can be fed into a computer, but not in JP &#8212; they have one<br \/>\nguy at ILM whose job is to painstakingly match a computer<br \/>\nenvironment and move to a live-action background. He can maybe<br \/>\nmatch a shot a day, they said&#8230;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #619, from switch, 253 chars, Mon Oct 11 00:07:47 1993<br \/>\nThis is a comment to message 618.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 618.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWell, that just increases my &#8220;gosh-wow&#8221; index.  (This week has been very high<br \/>\non the &#8220;gosh-wow&#8221; meter&#8230; wonder if I&#8217;ll ever recover in time to work on my<br \/>\nown film? \ud83d\ude42<\/p>\n<p>I always thought it was spelt &#8220;PolyMuse&#8221; &#8212; from whence the name &#8220;Polhemus?&#8221;<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #620, from pixelmove, 1183 chars, Mon Oct 11 03:20:21 1993<br \/>\nThis is a comment to message 618.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nGreat information!<\/p>\n<p>It seems like traditional methods can&#8217;t be replaced, yet, for some things.<br \/>\nThe keyframe process leaves a lot to be desired when you want very natural<br \/>\nmovements. The interpolations don&#8217;t look as natural as single-frame work.<br \/>\nAnd, as for matching frames to live action, the problem is even worse for<br \/>\nfilm. Perfect matching would not only require a computerized camera control<br \/>\nsystem, but also a special effects camera, with a mechanism steady enough<br \/>\nfor that. Normal film cameras don&#8217;t have registration that work well<br \/>\nenough to keep the frames motionless. I imagine it would have been impractical<br \/>\nto shoot the whole movie with special effects cameras. So, frame-by-frame<br \/>\nmatching is a must to avoid the film moving while the creatures stay steady.<\/p>\n<p>It is my personal experience that the les space I get between keyframes, the<br \/>\nbetter the animations look (for complex movements). Also, I try to use<br \/>\ntraditional animation techniques to computer graphics as much as I can (when<br \/>\ntime allows). I think I learned more doing character animation than anything<br \/>\nelse, as it gives me a chance to apply classical animation tricks. Now, if<br \/>\nI could only afford Softimage&#8230;. \ud83d\ude09<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #621, from grekel, 188 chars, Mon Oct 11 20:45:47 1993<br \/>\nThis is a comment to message 619.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nhm.  Dunno the origin of &#8220;Polhemus&#8221; &#8212; but I&#8217;ll check!<br \/>\nThat is the spelling I&#8217;ve seen. They seem to have been about the first<br \/>\nin commercially-available space\/position\/orientation sensors.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #622, from grekel, 308 chars, Tue Oct 12 17:18:07 1993<br \/>\nThis is a comment to message 621.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nOkay, I called the company and asked. William Polhemus (pall-EE-muss)<br \/>\nis the inventor guy behind the space sensors. The company split several<br \/>\nyears ago &#8212; one now does position sensors, the other does head-<br \/>\nmounted VR displays. Both called Polhemus. Both in Vermont.<br \/>\nThey guy&#8217;s roots are Dutch.  &#8217;nuff said.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #623, from switch, 38 chars, Wed Oct 13 00:31:51 1993<br \/>\nThis is a comment to message 622.<br \/>\nThere are additional comments to message 622.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nUseful bits o&#8217; trivia.  Thanks!<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #624, from nicolas, 149 chars, Wed Oct 13 03:18:20 1993<br \/>\nThis is a comment to message 622.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p>> They guy&#8217;s roots are Dutch.  &#8217;nuff said.<\/p>\n<p>Care to comment on that? Being Dutch myself this makes me curious.<br \/>\n &#8230;&#8230;&#8230;.<br \/>\n .  Nico  .<br \/>\n &#8230;&#8230;&#8230;.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #625, from grekel, 135 chars, Sat Oct 16 09:33:12 1993<br \/>\nThis is a comment to message 624.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSorry, Nico &#8212; didn&#8217;t mean to imply anything by that last line.<br \/>\nJust that Polhemus was of Dutch origin, and that was all I knew.<\/p>\n<p>greg<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #626, from davemackey, 324 chars, Thu Nov 18 22:36:09 1993<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Lasseter animation on &#8220;Sesame Street&#8221;?<br \/>\nI saw a bumper on &#8220;Sesame Street&#8221; today that was very much inspired by the<br \/>\nJohn Lasseter short &#8220;Luxo Jr.&#8221; It had a couple of lamps balancing balloons<br \/>\nand bowling balls in an effort to demonstrate heavy and light. Was this<br \/>\nindeed Lasseter&#8217;s work?<br \/>\n                         &#8211;Dave<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #627, from switch, 73 chars, Fri Nov 19 09:44:50 1993<br \/>\nThis is a comment to message 626.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYes; it played in one of the animation festivals a few years back.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #628, from hmccracken, 388 chars, Thu Dec  9 23:07:29 1993<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Polar Bears Meet Santa<br \/>\nCoca-Cola has a Christmas-themed ad on right now in which their popular<br \/>\ncomputer-animated polar bears meet Santa Claus. The technology is neat,<br \/>\nalthough I find the bears more weird-looking than cute. And how did<br \/>\nthey create Santa, who looks like a living version of Coke&#8217;s famous<br \/>\npainted Santa magazine ads? Was he done all with computer graphics?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #629, from pixelmove, 343 chars, Sat Dec 11 01:55:05 1993<br \/>\nThis is a comment to message 628.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSanta looks more like real video (or film) layered on the CGI in post-production.<\/p>\n<p>I agree that there is something weird about the bears, this time. I noticed<br \/>\nthat too, but haven&#8217;t seen the commercial again to be sure of what the problem<br \/>\nis. It seemed to me, at first glance, that there was something wrong with<br \/>\nthe proportions of the &#8220;arms&#8221;.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #630, from hmccracken, 159 chars, Sun Dec 12 11:26:30 1993<br \/>\nThis is a comment to message 629.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nMore interesting computer animation can be seen in a Kodak commercial<br \/>\nthat has a CGI-generated snowman (reminiscent of John Lassiter&#8217;s<br \/>\n_Knicknack_).<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #631, from switch, 184 chars, Mon Dec 27 17:12:12 1993<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: FineArt Forum Online<br \/>\nIf you&#8217;re create computer animation, you&#8217;ll probably want to check out the<br \/>\nexcerpts from FineArt Forum #12, which I&#8217;ve posted to \/long.messages #158.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #632, from hmccracken, 480 chars, Mon Jan 10 21:21:52 1994<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Any Caligari users out there?<br \/>\nI&#8217;m working on a review of trueSpace, a new 3D animation program for Windows<br \/>\nthat is, in reality, the PC version of the veteran Amiga 3D contender<br \/>\nCaligari. So far, it looks like a nice package that&#8217;s reasonably powerful<br \/>\nand has a very easy-to-use interface &#8212; qualities that have always<br \/>\nbeen associated with the Amiga version.<\/p>\n<p>Is anyone reading this a Caligari user? How does it stack up these<br \/>\ndays to the other Amiga 3D packages?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #633, from switch, 235 chars, Fri Jan 21 20:50:36 1994<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Macintosh animation<br \/>\nCrayon Animation Studios in Montreal is looking for a Mac program that will let<br \/>\nthem shoot pencil tests, and then play them back at 24 fps, outputting the<br \/>\nresults to video.  Does anyone have any ideas?<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #634, from switch, 123 chars, Tue Feb 15 09:18:17 1994<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Gates eats bronto-burgers<br \/>\nJust heard on CBC radio that Microsoft has bought SoftImage.  More details to<br \/>\ncome.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #635, from hmccracken, 90 chars, Tue Feb 15 09:56:40 1994<br \/>\nThis is a comment to message 634.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nREALLY? Is there no area of computer software that MS doesn&#8217;t want<br \/>\nto dominate?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #636, from switch, 126 chars, Tue Feb 15 17:35:21 1994<br \/>\nThis is a comment to message 635.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI&#8217;ll be talking to SoftImage and maybe Microsoft Canada over the next two<br \/>\ndays; I&#8217;ll fill in the details as I get them.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #637, from hmccracken, 416 chars, Tue Feb 15 17:36:50 1994<br \/>\nThis is a comment to message 636.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThere was an article about the sale in today&#8217;s _New York Times_.<br \/>\nNot much detail, except that it&#8217;s part of Microsoft&#8217;s plans<br \/>\nto become a player in interactive media and multimedia.<\/p>\n<p>You know, there was a time when the animation conference<br \/>\nwas on place on BIX that Bill Gates didn&#8217;t matter much.<br \/>\nNow, I&#8217;m not sure. It&#8217;s not enough for the guy to make<br \/>\nall our software &#8212; he wants to make our cartoons, too!<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #638, from grekel, 236 chars, Thu Feb 17 07:29:30 1994<br \/>\nThis is a comment to message 637.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\ncheck out Newsbytes\/business 1417 for particulars on the MS\/SI deal.<br \/>\nI got a fax yesterday with the SoftImage statement &#8212; I&#8217;ll snag it<br \/>\nand post it here if folks want it.<br \/>\n4 shares SI stock for 1 share MS stock. That&#8217;s a deal I&#8217;d take!!<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #639, from mcsuman, 1434 chars, Tue Feb 22 01:11:15 1994<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Helpful pointers?<br \/>\n  I am trying to animate some things which are normally illustrated with<br \/>\ntwo dimensional diagrams at different points time.<br \/>\n  For example, sailboat racing has some hard to visualize racing rules.<br \/>\nThese are usually explained with diagrams of boats bearing down at each<br \/>\nother when the wind is blowing from various directions.<br \/>\n  The situations which occur are dynamic, and the difference between<br \/>\nreading the rules and applying them under real sailing conditions is<br \/>\ndramatic.<br \/>\n  I thought it would be nice to have some &#8220;dynamically illustrated&#8221;<br \/>\nracing rules that could be studied on the CRT.<br \/>\n  What I have got running so far is a sort of simple animation engine<br \/>\nwhich pulls up frames from disk and displays them at selected rates.<br \/>\nThe frames are constructed in advance with GDI drawing functions using<br \/>\npoint sets worked out on manually generated diagrams.  I do some<br \/>\nrudimentary linear tweening, but the whole process is kind of dumb, and<br \/>\nnot much different from what I was doing at Disney&#8217;s in the early 50&#8217;s.<br \/>\n  It works, but it hardly fits what in my naive ignorance I had imagined<br \/>\ncomputer aided animation had evolved into.<br \/>\n  I assume the hackers in this conference who are doing 3-dimensional<br \/>\nsimulations of Olympic athletics are using more advanced tools.<br \/>\n  Any hints for an interested neophyte?<br \/>\n  Is there some affordable commercial software out there I ought to get<br \/>\nmy hands on?<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #640, from pixelmove, 1511 chars, Tue Feb 22 02:25:28 1994<br \/>\nThis is a comment to message 639.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nYes, there are some programs that would make your life easier.<\/p>\n<p>I am assuming you are using a PC, so here&#8217; a couple of example of 2D<br \/>\nprograms that have &#8220;auomated&#8221; animation capabilities.<\/p>\n<p>1) Autodesk&#8217;s Animator Pro &#8211; This is a very nice program that offers several<br \/>\ntools to help you in your animations. You have 256 colors available, but<br \/>\nmore are simulated trough dithering. You can generate flics (animations that<br \/>\nyou can play back directly in the computer or you can send your frames to<br \/>\nvideotape, one at a time. It costs about $750, but you may be able to get it<br \/>\nfor less.<\/p>\n<p>2) Azeena&#8217;s Animation Paintbox &#8211; This is a new windows program that also offers<br \/>\nsome nice tools, including tweening. Like animator Pro, it also has a palette<br \/>\nof 256 colors and it generates flics or .avi (video for windows) files. I<br \/>\ndon&#8217;t hace the price in front of me, but I believe it is much cheaper than<br \/>\nAnimator Pro.<\/p>\n<p>If you need 3D, there are many options out there. On the PC, I believe<br \/>\nAutodesk&#8217;s 3D Studio 3.0 is the best. It&#8217;s relatively fast to learn and<br \/>\noffers extremely high quality. It is expensive, though, at about $2,500 (street<br \/>\nprice).<\/p>\n<p>The problem with cheaper programs is that, in general, their interfaces suck.<br \/>\nThe learning curve is very steep and support is not very good. But if you<br \/>\ncan afford the extra leaning time, you should look at Real 3D (about $1,000)<br \/>\nor Playmation (costs less).<\/p>\n<p>BTW, sorry for all the typos, but I am using BIX&#8217;s editor and I don&#8217;t have<br \/>\ntime right now to correct them, line by line.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #641, from mcsuman, 74 chars, Thu Mar 10 05:43:13 1994<br \/>\nThis is a comment to message 640.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThanks for the response.  I&#8217;ll check into the tools you mention. Regards.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #642, from hmccracken, 485 chars, Sat Mar 26 18:15:31 1994<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: New Technology Meets Old Technology<br \/>\nS.H Pierce &#038; Co. (I thought they were a condiment manufacturer?) has<br \/>\nintrodcued FlipBook, a Macintosh program that lets you turn QuickTime<br \/>\nvideos in real live, old-fashioned paper flipbooks. The package<br \/>\nships with special, perforated paper; you use the software to print<br \/>\nall the QuickTime frames in sequence onto the paper, which you can<br \/>\nthen fold up into a flipbook. It looks like great fun; hope they<br \/>\nintroduce a Windows version.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #643, from hmccracken, 413 chars, Sat Apr  9 19:47:57 1994<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Has anyone seen&#8230;<br \/>\nthe current beer ad on TV that involves flirting between the gigantic<br \/>\nneon cowboy and cowgirl who loom over downtown Las Vegas&#8217;s casinos?<br \/>\nBesides being kind of enchanting in its own right (I never thought I&#8217;d<br \/>\nrefer to a beer commercial as &#8220;enchanting&#8221;), it&#8217;s technically superb.<br \/>\nI imagine it was done with computer animation, but I&#8217;m not positive &#8212;<br \/>\ndoes anyone know for sure?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #644, from dgh, 232 chars, Sun Apr 10 06:24:18 1994<br \/>\nThis is a comment to message 643.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI don&#8217;t recall seeing that commercial, but I know that the one with the<br \/>\nbuilding popping open a beer bottle on a billboard used animation, so I<br \/>\nsuspect that the flirting neon signs were &#8220;animationally enhanced&#8221;.<br \/>\n\t  ,<br \/>\n |) \/\\ \\\/ | +)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #645, from dgh, 95 chars, Mon Apr 11 23:49:33 1994<br \/>\nThis is a comment to message 644.<br \/>\nThere are additional comments to message 644.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n(Could you tell that I&#8217;ve been reading and participating in &#8220;PC&#8221; debates?)<br \/>\n\t  ,<br \/>\n |) \/\\ \\\/ | +)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #647, from hmccracken, 485 chars, Sun Apr 17 21:17:53 1994<br \/>\nThis is a comment to message 599.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHere&#8217;s an update on the _Desktop Video World_\/_Digital Video_ story.<br \/>\n(For those just joining us, _Desktop Video World_ did some test<br \/>\nmarketing under the title _Digital Video_ last summer.)\u001b<br \/>\nThe test was apparently judged a success, and _Desktop Video<br \/>\nWorld_ has officially changed its name to _Digital Video_.<br \/>\nThe change is said to reflect the magazine&#8217;s increasing move<br \/>\ntowards covering topics of interest to high-end, commercial<br \/>\nvideo professionals rather than home users.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #648, from hmccracken, 831 chars, Wed May 18 00:52:07 1994<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: More 3-D Animation for PCs<br \/>\nUseful 3-D animation software for PC compatibles is coming out at a<br \/>\npleasingly rapid rate. trueSpace for Windows &#8212; the PC version of<br \/>\nthe veteran Amiga package Caligari &#8212; shipped recently, and it&#8217;s<br \/>\nexcellent &#8212; by far the easiest to use 3D package on the market.<br \/>\nAlso new is Imagine 3.0 for the PC, another port from the Amiga.<br \/>\nIt can&#8217;t compete with trueSpace for ease-of-use, but it&#8217;s a<br \/>\nsolid package with some creative features. I&#8217;ve written a review<br \/>\nof it which will appear in an upcoming issue of _Digital Video_.<\/p>\n<p>My next project for _Digital Video_ is a review of Visual Reality,<br \/>\nanother new 3D package for Windows. I&#8217;ve not gotten deep enough<br \/>\ninto it yet to form an opinion, but there&#8217;s a favorable review<br \/>\nof it in the new _PC Magazine_ &#8212; which also has a rave for<br \/>\n_trueSpace_.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #649, from hmccracken, 461 chars, Fri Jul 22 12:17:01 1994<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Microsoft and Mickey<br \/>\nI don&#8217;t know if Bill Gates is an animation fan &#8212; but Microsoft has licensed<br \/>\nthe rights to the Disney characters for an upcoming line of software products.<br \/>\nFirst up will be _Mickey&#8217;s Carnival_, which lets youthful users interact<br \/>\nwith Mickey, Minnie, Donald, Daisy, Goofy, and others in carnival-themed<br \/>\ngames. Two other products are planned for release next year &#8212; one aimed<br \/>\nat kids, the other at teen-agers and grownups.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #650, from hmccracken, 766 chars, Tue Aug  9 21:45:05 1994<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Blair Goes Interactive<br \/>\nMany of us who are interested in animation are familiar with<br \/>\nPreston Blair&#8217;s classic introductory books on the subject, published<br \/>\nby Walter Foster Books. They&#8217;re full of animation sequences, many of<br \/>\nwhich I see copies of in advertisements, painted on the side of<br \/>\ntrucks, and all over the place.<\/p>\n<p>I hadn&#8217;t, however, ever seen any of these sequences actually move &#8212;<br \/>\nuntil I visited Macworld in Boston last week. A company called Media<br \/>\nWorks Interactive has licensed the rights to Blair&#8217;s work, and offers<br \/>\na multimedia utility package that includes QuickTime movie versions<br \/>\nof some familiar Blair-drawn cycles. <\/p>\n<p>They&#8217;re also working on a multimedia adaptation of Blair&#8217;s _How to<br \/>\nCreate Animation_ that looks like a lot of fun.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #651, from hmccracken, 1361 chars, Sun Sep 18 23:37:08 1994<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Cartoons on CD-ROM<br \/>\nChestnut CD-ROM has released a series of CD-ROMs that contain Microsoft Video<br \/>\nfor Windows videos of classic cartoons. These are similar to the Wayzata<br \/>\nTechnologies QuickToons CD-ROMs that have been discussed here before, but<br \/>\na lot cheaper; I picked up the Betty Boop disc for $8.00.<\/p>\n<p>The Boop disc contains eight Fleischer cartoons in glorious black and<br \/>\nwhite: Housecleaning Blues, Betty Boop and the Little King, Musical<br \/>\nMountaineers, No! No! A Thousand Times No!, So Does an Automobile,<br \/>\nStop that Noise, Swat the Fly, and A Language All My Own. Unfortunately,<br \/>\nnone of these are really among Betty&#8217;s best cartoons, and most are<br \/>\nfrom her later, chaster, decidedly less funny period.<\/p>\n<p>The prints, however, are decent, although the sound quality could be<br \/>\na tad better. The big disappointment is that Chestnut puts its color<br \/>\nlogo in the lower right-hand corner, just like many cable networks<br \/>\ndo. Presumably that&#8217;s to discourage other vendors from reselling<br \/>\nthese public domain cartoons (although the company does grant<br \/>\nits customers the right to use clips from the videos in presentations.)<\/p>\n<p>Chestnut also offers a Bugs Bunny disc, a Porky Pig one, one of<br \/>\nmiscellaneous cartoons (including shorts with Woody Woodpecker,<br \/>\nMighty Mouse, Little Lulu, and Raggedy Ann), and a disc of vintage<br \/>\nU.S. cartoons with Spanish soundtracks.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #652, from switch, 47 chars, Mon Sep 19 22:53:51 1994<br \/>\nThis is a comment to message 651.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHave you got an address for these folks?<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #653, from hmccracken, 126 chars, Wed Sep 21 22:17:59 1994<br \/>\nThis is a comment to message 652.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nSure!<\/p>\n<p>CDRP Inc., Publisher of Chestnut CD-ROMs<br \/>\nPO Box 360<br \/>\nCambridge, MA 02141<br \/>\n(617) 494-5330<br \/>\n(617) 494-6094 fax<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #654, from switch, 14 chars, Wed Sep 21 22:24:14 1994<br \/>\nThis is a comment to message 653.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThanks!<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #655, from hmccracken, 756 chars, Wed Oct 12 23:25:28 1994<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: I like my cereal to sit still, thank you very much<br \/>\nBack in the good old days of computer animation, people used to gripe<br \/>\nabout the overabundance of tv commercials and other media that used<br \/>\ncomputer animation for nothing more than creating flashy, flying<br \/>\nversions of a product&#8217;s logo.<\/p>\n<p>Well, computer animation has progressed since then, and you don&#8217;t see<br \/>\nso many flying logos. You do, however, see an incredible number of<br \/>\nTV commercials in which food products and other objects dance.<br \/>\nIt was cute the first 2,000 times, but I&#8217;ve begun to groan (at least<br \/>\nmentally) when I see a cookie, cereal flake, or gas pump begin to do the<br \/>\ntango.<\/p>\n<p>Is it just me, or does anyone else out there feel that dancing food has<br \/>\ngotten very old very quickly?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #656, from hmccracken, 290 chars, Wed Oct 12 23:26:32 1994<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: On the other hand&#8230;<br \/>\nI really like the current commercial for Nestle&#8217;s refrigerated cookie dough<br \/>\nthat stars a computer-generated talking teddy bear cookie jar. It&#8217;s an<br \/>\noriginal idea, the execution is technically excellent, and the little guy<br \/>\nis actually kind of endearing.<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #657, from switch, 68 chars, Thu Oct 13 21:09:19 1994<br \/>\nThis is a comment to message 655.<br \/>\nThere is\/are comment(s) on this message.<br \/>\nThere are additional comments to message 655.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI usually just scream.<\/p>\n<p>That little shampoo guy frightens me.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #658, from dquick, 18 chars, Thu Oct 13 22:04:23 1994<br \/>\nThis is a comment to message 655.<br \/>\nThere are additional comments to message 655.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAmen!<\/p>\n<p>Dave Quick<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #659, from ianl, 207 chars, Fri Oct 14 20:32:12 1994<br \/>\nThis is a comment to message 655.<br \/>\nThere are additional comments to message 655.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n<p> Yeah.  If I see those insipid dancing gummy Lifesavers one more time, I&#8217;ll<br \/>\nnot only boycott Lifesavers, I&#8217;ll find out what other products the company<br \/>\nand its parents make, and start boycotting those too.<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #660, from robairmackey, 347 chars, Fri Oct 14 20:39:23 1994<br \/>\nThis is a comment to message 655.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n     This seems to be the most worn out, execrable trend, that Madison<br \/>\nAvenue can yet come up with. Kids are going to be scared when they see<br \/>\nthat Fruit and Fiber box inflate almost up to the entire screen image.<br \/>\nI was happier when Mrs. Butterworth couldn&#8217;t dance. Maybe we are being<br \/>\nPixar&#8217;d to death. &#8220;Is that the brand with the dancing bottle?&#8221;<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #661, from hmccracken, 133 chars, Sun Oct 16 11:41:42 1994<br \/>\nThis is a comment to message 657.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nWho is &#8220;that little shampoo guy?&#8221; A Canadian commercial character?<br \/>\nAnd should we be glad if we don&#8217;t have him in the U.S.?<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #662, from switch, 225 chars, Sun Oct 16 18:21:31 1994<br \/>\nThis is a comment to message 661.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI don&#8217;t remember the brand of shampoo &#8212; it&#8217;s advertised as not stinging<br \/>\nkids&#8217; eyes, and this little yellow star morphs out of the bottle and<br \/>\nfrenetically jumps around and makes noise.<\/p>\n<p>If you don&#8217;t see him, be happy.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #663, from hmccracken, 178 chars, Sun Oct 16 18:24:43 1994<br \/>\nThis is a comment to message 660.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI think somewhere in the back of my subconscious, I don&#8217;t like these<br \/>\nads because they smack of cannibalism somehow. I don&#8217;t *want* to eat<br \/>\nfood that can sing and dance!<br \/>\n &#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #664, from brianmcg, 1292 chars, Wed Jan 11 23:55:19 1995<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: 3DS File Format<br \/>\n     I am trying to pull animation information from 3DStudio .3ds<br \/>\nfiles, and am running into some problems.  I am already parsing all<br \/>\nthe chunk information, and can read rotation, position and scale<br \/>\nkey frame data for each object.  Here are the problems I am having:<\/p>\n<p>1) Y and Z axis are sometimes swapped, for both position and rotation<\/p>\n<p>2) When rotating several objects around the Z axis, the first keyframe<br \/>\nfor some of the object appears to contain a rotation of about 90<br \/>\ndegrees around close to the X axis.<\/p>\n<p>3)In (trackheader) field, the undocumented bits 6,7 and 11 seem to<br \/>\nbe closely associtated to the problem rotation key frames.  Also,<br \/>\nI don&#8217;t understand what track unlinking, axis locking and Key<br \/>\nInfo Diologue are.<\/p>\n<p>4) Boundbox chunks ($B014) are documented as required, but I can&#8217;t<br \/>\nfind any.  Since pivot chunks are relative to the center of these,<br \/>\nI can&#8217;t get my rotations correct.<\/p>\n<p>5) What are Position Key Frames, Pivots and bound boxes relative to?<\/p>\n<p>6) There is an undocumented chunk, $B030, what is this chunk for?<\/p>\n<p>If anyone out there has already gone through this confusing file<br \/>\nformat, I would sure appreciate being clued in so I don&#8217;t have to go<br \/>\nthrough weeks of reverse engineering.<\/p>\n<p>Thanks &#038; Ciao!<br \/>\n&#8212;<br \/>\nBrian V. McGroarty (Galahad made me do it!)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #665, from switch, 95 chars, Sun Jan 15 00:33:28 1995<br \/>\nThis is a comment to message 664.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI just uploaded the file &#8216;3ds_fmt.txt&#8217; to listings.  It should have<br \/>\neverything you need.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #666, from agmsmith, 274 chars, Sun Jan 15 17:25:33 1995<br \/>\nThis is a comment to message 665.<br \/>\nThere are additional comments to message 665.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHey, thanks!  That 3DStudio format could be useful at work&#8230;  We&#8217;re<br \/>\nlooking at various 3D packages for an SGI workstation but our artist<br \/>\nstill prefers the modeller part of 3D studio, so having the file format<br \/>\ncould come in useful for data transfers and processing.<\/p>\n<p>&#8211; Alex<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #667, from brianmcg, 269 chars, Mon Jan 16 02:35:09 1995<br \/>\nThis is a comment to message 665.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n>I just uploaded the file &#8216;3ds_fmt.txt&#8217; to listings.  It should have<br \/>\n>everything you need.<\/p>\n<p>I&#8217;ve run into this file several times.  The information in it is rather<br \/>\nsparse and not very useful.  =^(<\/p>\n<p>Thanks none the less!<br \/>\n&#8212;<br \/>\nBrian V. McGroarty (Galahad made me do it!)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #668, from switch, 47 chars, Mon Jan 16 18:11:55 1995<br \/>\nThis is a comment to message 667.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAh, well.  I&#8217;m still scrounging, though.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #669, from brianmcg, 174 chars, Sat Jan 21 11:26:46 1995<br \/>\nThis is a comment to message 668.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\n>Ah, well.  I&#8217;m still scrounging, though.<\/p>\n<p>We finally wound up settling on .VUE files &#8212; they&#8217;re very straightforward.<\/p>\n<p>Ciao!<br \/>\n&#8212;<br \/>\nBrian V. McGroarty (Galahad made me do it!)<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #670, from switch, 133 chars, Sat Jan 28 23:16:10 1995<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Tic Tac Toon<br \/>\nI&#8217;ve posted a review of the animation production system Tic Tac Toon to<br \/>\n\/long.messages #174.  Have a look!<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #671, from hmccracken, 441 chars, Mon Jun  5 12:13:45 1995<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Avery Goes Digital<br \/>\nThe animated bugs who appear in commercials for _Raid_ insect spray &#8212;<br \/>\nwho were, I believe, created by the great Tex Avery in the 1960s &#8212;<br \/>\nare done with computer animation in the latest _Raid_ ad. They look<br \/>\nquite good.<\/p>\n<p>In a related note, the Pillsbury Doughboy, traditionally a puppet,<br \/>\nis also a computer-generated character these days. The changeover<br \/>\nisn&#8217;t obvious, but if you look closely you can tell.<br \/>\n&#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #672, from switch, 113 chars, Tue Jun  6 10:45:33 1995<br \/>\nThis is a comment to message 671.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nHasn&#8217;t he been digital for quite some time?  Is there a new ad since the<br \/>\none where he&#8217;s a train conductor?<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #673, from hmccracken, 220 chars, Tue Jun  6 15:31:47 1995<br \/>\nThis is a comment to message 672.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nThat could be &#8212; I just happened to notice this time around. It&#8217;s a<br \/>\ncredit to the quality of the animation that it&#8217;s *not* obvious that<br \/>\nit&#8217;s done with computers. (The Raid bugs are patently computer<br \/>\ngenerated.)<br \/>\n&#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #674, from switch, 72 chars, Tue Jun  6 22:23:18 1995<br \/>\nThis is a comment to message 673.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nI agree.  It took me a while to twig to the fact that it was CGI.<\/p>\n<p>Emru<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #675, from hmccracken, 372 chars, Sun Sep 17 00:14:39 1995<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: _Toy Story_<br \/>\nSee this month&#8217;s issue of _Computer Graphics World_ magazine for an<br \/>\ninteresting article on the making of _Toy Story_, the upcoming<br \/>\ncomputer-animated feature being made by Pixar and Disney. From<br \/>\nthe article (and the clips I&#8217;ve seen) the film looks fantastic.<br \/>\nIt opens around Thanksgivingtime, and is Disney&#8217;s big release for<br \/>\nthe holiday season.<br \/>\n&#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #676, from hmccracken, 638 chars, Sat May 18 20:57:18 1996<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: The most interesting computer-animated ad I&#8217;ve seen recently<br \/>\nAs we&#8217;ve discussed here, most computer-animated TV commercials are<br \/>\nremarkably unimaginative &#8212; they all seem to deal with a product<br \/>\n(credit card, candy, or cookie, usually) engaging in a conga line,<br \/>\nsquare dance, or other form of merriment. But a new ad for the Oldsmobile<br \/>\nAurora certainly is startlingly different: it has the Statue of Liberty<br \/>\nleaving her pedestal to pick up an Aurora and gawk at it in a rather<br \/>\nKing Kong-like fashion.<\/p>\n<p>I&#8217;m not sure that I approve of Miss Liberty being used to hawk<br \/>\nautomobiles, but the commercial is technically brilliant.<\/p>\n<p>&#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #677, from nicolas, 529 chars, Wed May 29 04:39:04 1996<br \/>\nThis is a comment to message 676.<br \/>\nThere is\/are comment(s) on this message.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nRe: The most interesting computer-animated ad I&#8217;ve seen recently<br \/>\nThere is a car commercial over here for the new Citroen Saxo that uses a<br \/>\nlot of computer animation. There is this guy that jumps from a high<br \/>\nbuilding, transforms into an anvil and drops on the car to show it&#8217;s<br \/>\nsturdiness (I presume). He than takes a hammer from his inside pocket that<br \/>\nis suddenly a *HUGE* hammer and hits the car. And so on and so on. Nice<br \/>\ngraphics though.<br \/>\n&#8212;<br \/>\nNico Veenkamp             Cybrarian at large<br \/>\nhttp:\/\/www.xs4all.nl\/~nicolas\/index.html<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #678, from hmccracken, 392 chars, Sun Jun  9 21:45:06 1996<br \/>\nThis is a comment to message 677.<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nAnd then there are computer-animated commercials that just don&#8217;t work.<br \/>\nThe worst example I&#8217;ve seen lately: a McDonald&#8217;s spot with a computer-<br \/>\ngenerated version of the little man from the Monopoly board game. He&#8217;s<br \/>\nstiff and robitic, which is a shame considering that he adapts rather<br \/>\nwell to old-fashioned, hand-drawn animation, which McDonald&#8217;s has used<br \/>\nfor past ads in the series.<\/p>\n<p>&#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #679, from hmccracken, 965 chars, Sat Aug  3 21:07:39 1996<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Computer animation to come<br \/>\nHere&#8217;s news on four computer-animated films in the works:<\/p>\n<p>* There will be a direct-to-video sequel to _Toy Story_, and it<br \/>\nwill be made by Pixar, the studio behind the original. (Apparently,<br \/>\nPixar didn&#8217;t want to do it, but Disney, who owns the movie&#8217;s<br \/>\ncharacters, said it would go ahead with or without Pixar &#8212; so<br \/>\nPixar decided to do it.)<\/p>\n<p>* Warner Bros. is working on a computer-animated short entitled<br \/>\n_Duck Dodgers in the Third Dimension_. I have no other information<br \/>\non this project; presumably it stars Daffy Duck and Marvin Martian.<br \/>\nIt will be interesting to see if Chuck Jones is involved.<\/p>\n<p>* Dreamworks, not satisfied with just going head-to-head with<br \/>\nDisney in traditional, hand-drawn animation, is making a computer-<br \/>\nanimated feature. The title is _Ants_.<\/p>\n<p>* Not content with one insect-oriented computer-animated film?<br \/>\nThen you&#8217;ll be interested to know that Pixar&#8217;s next theatrical<br \/>\nfilm will be called _Bugs_.<br \/>\n&#8212; Harry<\/p>\n<p>==========================<br \/>\nanimation\/bit.by.bit #680, from hmccracken, 1008 chars, Sun Sep  8 17:02:25 1996<br \/>\n&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br \/>\nTITLE: Farcus on CD-ROM<br \/>\nCorel has released _Farcus: The 1st Treasury_, a Windows\/Mac<br \/>\nCD-ROM that collects 743 _Farcus_ cartoon panels by<br \/>\nDavid Waisglass and Gordon Coulthart. It&#8217;s one of the<br \/>\nfirst collections of syndicated cartoons on CD-ROM I&#8217;ve<br \/>\nseen, and it&#8217;s good evidence that it could be an enjoyable<br \/>\nway to read the comics &#8212; the reproduction is much better than<br \/>\nnewspaper-quality (all the comics are in color), it&#8217;s easy<br \/>\nto browse through the contents randomly or by topic, and<br \/>\nyou can create slideshows or use a favorite cartoon as your<br \/>\nWindows wallpaper.<\/p>\n<p>_Farcus_, unfortunately, is a mediocre gag panel with no particular<br \/>\ntheme &#8212; a sort of a cross between _The Far Side_ and Jim Unger&#8217;s<br \/>\n_Herman+. Some of the panels are good for a mild chuckle, but<br \/>\nthe art is crude and you don&#8217;t get much of a sense of Waisglass and<br \/>\nCoulthart&#8217;s sensibility as cartoonists. <\/p>\n<p>I don&#8217;t know if Corel has plans for more collections, but I&#8217;d love to see<br \/>\nones of really great strips, either past or present.<br \/>\n&#8212; Harry<\/p>\n","protected":false},"excerpt":{"rendered":"<p>========================== animation\/bit.by.bit #1, from hmccracken, 190 chars, Sun Oct 22 23:33:28 1989 &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211; TITLE: This topic&#8230; is for discussion of computer animation. If it&#8217;s animation, and it&#8217;s done on a computer &#8212; anything from a Commodore 64 to a Cray &#8212; here&#8217;s the place to talk about it. ========================== animation\/bit.by.bit #2, from dlmickish, 112 chars, &hellip; <a href=\"https:\/\/harrymccracken.com\/blog\/bix-animation-conference-boob-tube\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;BIX Animation Conference: boob.tube&#8221;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"spay_email":"","footnotes":""},"class_list":["post-1213","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/harrymccracken.com\/blog\/wp-json\/wp\/v2\/pages\/1213","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/harrymccracken.com\/blog\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/harrymccracken.com\/blog\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/harrymccracken.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/harrymccracken.com\/blog\/wp-json\/wp\/v2\/comments?post=1213"}],"version-history":[{"count":2,"href":"https:\/\/harrymccracken.com\/blog\/wp-json\/wp\/v2\/pages\/1213\/revisions"}],"predecessor-version":[{"id":1215,"href":"https:\/\/harrymccracken.com\/blog\/wp-json\/wp\/v2\/pages\/1213\/revisions\/1215"}],"wp:attachment":[{"href":"https:\/\/harrymccracken.com\/blog\/wp-json\/wp\/v2\/media?parent=1213"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}