Re: CHARACTER ANIMATION STUFF and RS ....
Russell Jones wrote: Uh oh. This is some serious s**t! The user interface is a bit strange at first, but this is no fly-by-night enterprise: These guys mean business! I know RS has some tricks coming up for v6, but we'll have to wait more than 6 months to find out what it is... Should be interesting to watch what develops. If a free renderer/modeler/animator can do all of this Yep, it can. And lots more to go: there's a game engine which really works AND a whole package with examples a book (you have to buy THAT from them but it's worth the price the engine itself is FREE). Don't know if Blender can replace RS anywhere soon (I doubt it, because they rely on polygons and RS on mathematically defined primitives which is far superior as a modeling toolset) but surely there's a lot of stuff in Blender RS is still missing so you should consider it as a an ADDITION to RS. I remember that I got some severe bashing in this group some time ago when I discussed the benefits of free software under the GPL as compared to commercial solutions. Blender is the living proof of it (I gave a little contribution to the Blender Foundation some years ago to buy the commercial version of Blender free hundreds of users worldwide did likewise I am proud to have done so ;-)) There's also an effort to document the whole thing online as a set of docbook/HTML files you can buy a thick volume of printed documentation if you prefer THAT. So you guys, don't you just WATCH how it develops (it HAS already developed in a usable powerful product) but join the ranks of Blender USERS worldwide ! (leaving my soapbox for now ;-)) All the best for 2006 happy rendering whatever tools you use from Wolfram
A little script
Hello list, Here is a little script, that I have been working on for the last several weeks, that some of you might enjoy playing with. http://www.catmtn.com/realgreeblez.php Thankz to Fredrik Bergholtz for much advice, tutoring, testing and patience; and also to Juha Meskanen for answering many questions so quickly. Cheers, Zaug P.S. Crits are welcome, but, be kind, as it is my first scripting attempt for Realsoft :) -- My love of the halfling's leaf has clearly slowed my mind. 8?o
How to batch load and render one imported object per frame ?
Hi List : Another great thing about RS is the ability to script in java or RPL , things that can't be done in the GUI . OK , say I have 10 .obj's (01test.obj , 02test.obj,etc etc) . Now I want to bring them into an RS scene and render only the single corresponding object for that frame (07test.obj for frame 7 , etc) . So I need to batch load them , for starters and then script a rendering solution . How do I set this up without all the manual labour of loading and rendering one object at a time ? (what if I had a sequence of 200 objects to import and render ???) Thanks In Advance . studio www.niagara.com/~studio www.studiodynamics.net
Re: A little script
Brandon, This is actually caused by an omission bug referred to here : Juha, Disregard my last mail. I have discovered and fixed the problem. At least, the following lines are missing from the file r3subdiv.js : var R3SUBDIVA_ExtrudeRegionOpt = 1235512;//Integer var R3SUBDIVA_ExtrudeNormalOpt = 1235513;//Integer var R3SUBDIVA_ExtrudeLeaveFloor = 1235514;//Boolean You can add these lines yourself to fix this until you get the officially updated files. This has been fixed in the newest Linux version, but I do not know about the windows version. Hope this helps, Zaug Brandon Moon wrote: Zaug, Very cool, but I can't get it to work... keep getting the following error: R3SUBDIVA_ExtrudeNormalOpt is not defined [error:r3mainw:7987 Probably just a user error because I don't know how to use it? if so, would you please provide some aditional instructions on how to get started and see some results? Regards, Brandon Zaug wrote: Hello list, Here is a little script, that I have been working on for the last several weeks, that some of you might enjoy playing with. http://www.catmtn.com/realgreeblez.php Thankz to Fredrik Bergholtz for much advice, tutoring, testing and patience; and also to Juha Meskanen for answering many questions so quickly. Cheers, Zaug P.S. Crits are welcome, but, be kind, as it is my first scripting attempt for Realsoft :) -- My love of the halfling's leaf has clearly slowed my mind. 8?o
Re: CHARACTER ANIMATION STUFF and RS ....
Yep, it can. And lots more to go: there's a game engine which really works AND a whole package with examples a book (you have to buy THAT from them but it's worth the price the engine itself is FREE). Don't know if Blender can replace RS anywhere soon (I doubt it, because they rely on polygons and RS on mathematically defined primitives which is far superior as a modeling toolset) but surely there's a lot of stuff in Blender RS is still missing so you should consider it as a an ADDITION to RS. All the best for 2006 happy rendering whatever tools you use from Wolfram Hi Wolfram : Sorry to edit your post so much . Congrads though for seeing the pot- ential of the Free GPL directive and contributing to it . I have to agree with most of what you say above . I'm just getting to know Blender now and think it's a pretty cool partner app to be running alongside Realsoft , or Max or LW etc . However , the free Personal learning Edition of Maya might also be an app one might find worth check- ing out too . The fluid dynamics of Blender drew me , but I think Maya's stuff is far superior , from what little I've read . Anyway , the bottom line for me is the ability of RS to do so many , many amazing things that it's potential is never-ever going to be real- ised to anywhere nears it's full potential , simply because it's depth is so vast that only a small handful of people are able to grasp it . Put 10 guys in a room with RS and a short animation project and if you have some key guys in there you will accomplish incredible things . RS is awesome but I think it really needs the community to write some more elaborate , in depth articles and tutorials , much along the line of what is happening over in the Blender camp . (this is the part where I sound bitter) . It's great to be able to show the world what you can do with RS , big huge pat's on the back to you people ... but how about throwing the community a bone and telling us HOW you did it , exactly , in step-by-step form . Time and time again we see list geniuses shoot VSL code from the hip and say it should work , but I don't have RS running in front of me right now Then wait till you do and then try it, then create the material , then share it (explain it would be nice too) . Zaug has just shared this very cool script with the list , and I know it must have taken him through a very steep learning curve that required a lot of his precious spare time . Fantastic ! Now , if we were to do it the Blender way , Zaug would then write a nice HTML tutorial explaining how he did it , and any other stuff he learned along the way . In fact , doing it the Blender way would probably see Zaug pioneer the 'Scripting' section of an on-line Dynamic manual , like Blender has on their Wiki site (I thought I created a new idea [dynamic manual] but the Blender people have had it for a long time) . So , [rant mode off] perhaps the best thing about Blender , in the end, is for RS people to glimpse at just how great it is to see a community share knowledge , give their time , and not in any kind of haphazard way but in a way where info get's taken in, in an effective manner , with an end result that see's a 3D person constantly upgrading their skill level . There used to be a ton of sharing on this list , not all that long ago, but seems to be almost dead now except for off-topic threads and my late night rants . A logical question might be what good is an extensive app like RS if the average person doesn't know how to use it ? There is lot's of info in the manual of course , but so much knowledge has been learned the hard way , over and over again by dozens of people . Better to have one person find the solution or workaround to a problem , then document that solution for the rest of the community . Happy Hanukkah/Clone the Meskanens studio www.niagara.com/~studio www.studiodynamics.net
Re: A little script
Hello list, Here is a little script, that I have been working on for the last several weeks, that some of you might enjoy playing with. http://www.catmtn.com/realgreeblez.php Thankz to Fredrik Bergholtz for much advice, tutoring, testing and patience; and also to Juha Meskanen for answering many questions so quickly. Cheers, Zaug Hi Zaug : Thanks for the script ! Those renderings on Staffan Norling's web page look really awesome . Procedurals are the best , for sure , and your Greeble stuff will prove that by looking so unique in every render . Thanks again . studio www.niagara.com/~studio www.studiodynamics.net
Re: CHARACTER ANIMATION STUFF and RS ....
Been having a look-see at Blender and it has one glaring annoyance (at least on my machine): The User Interface is extremely slow. It literally takes up to 5 seconds or so for a click or mouse move to be registered in most windows. This is really aggravating! Apparently, Blender uses OpenGL to render ALL graphics, including all buttons (which are vector-based = slow), menus and windows. I have the latest drivers for my card, a 2.6Ghz/512MB WinXP Sp2 system, so I can't imagine what the slow down can be caused by. Anyway, it's OT, so I'll just drop it there. It does have some serious potential, though, and it will make an excellent companion to RS as soon as they improve the UI speed... Russell - Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Thursday, December 29, 2005 11:09 PM Subject: Re: CHARACTER ANIMATION STUFF and RS Yep, it can. And lots more to go: there's a game engine which really works AND a whole package with examples a book (you have to buy THAT from them but it's worth the price the engine itself is FREE). Don't know if Blender can replace RS anywhere soon (I doubt it, because they rely on polygons and RS on mathematically defined primitives which is far superior as a modeling toolset) but surely there's a lot of stuff in Blender RS is still missing so you should consider it as a an ADDITION to RS. All the best for 2006 happy rendering whatever tools you use from Wolfram Hi Wolfram : Sorry to edit your post so much . Congrads though for seeing the pot- ential of the Free GPL directive and contributing to it . I have to agree with most of what you say above . I'm just getting to know Blender now and think it's a pretty cool partner app to be running alongside Realsoft , or Max or LW etc . However , the free Personal learning Edition of Maya might also be an app one might find worth check- ing out too . The fluid dynamics of Blender drew me , but I think Maya's stuff is far superior , from what little I've read . Anyway , the bottom line for me is the ability of RS to do so many , many amazing things that it's potential is never-ever going to be real- ised to anywhere nears it's full potential , simply because it's depth is so vast that only a small handful of people are able to grasp it . Put 10 guys in a room with RS and a short animation project and if you have some key guys in there you will accomplish incredible things . RS is awesome but I think it really needs the community to write some more elaborate , in depth articles and tutorials , much along the line of what is happening over in the Blender camp . (this is the part where I sound bitter) . It's great to be able to show the world what you can do with RS , big huge pat's on the back to you people ... but how about throwing the community a bone and telling us HOW you did it , exactly , in step-by-step form . Time and time again we see list geniuses shoot VSL code from the hip and say it should work , but I don't have RS running in front of me right now Then wait till you do and then try it, then create the material , then share it (explain it would be nice too) . Zaug has just shared this very cool script with the list , and I know it must have taken him through a very steep learning curve that required a lot of his precious spare time . Fantastic ! Now , if we were to do it the Blender way , Zaug would then write a nice HTML tutorial explaining how he did it , and any other stuff he learned along the way . In fact , doing it the Blender way would probably see Zaug pioneer the 'Scripting' section of an on-line Dynamic manual , like Blender has on their Wiki site (I thought I created a new idea [dynamic manual] but the Blender people have had it for a long time) . So , [rant mode off] perhaps the best thing about Blender , in the end, is for RS people to glimpse at just how great it is to see a community share knowledge , give their time , and not in any kind of haphazard way but in a way where info get's taken in, in an effective manner , with an end result that see's a 3D person constantly upgrading their skill level . There used to be a ton of sharing on this list , not all that long ago, but seems to be almost dead now except for off-topic threads and my late night rants . A logical question might be what good is an extensive app like RS if the average person doesn't know how to use it ? There is lot's of info in the manual of course , but so much knowledge has been learned the hard way , over and over again by dozens of people . Better to have one person find the solution or workaround to a problem , then document that solution for the rest of the community . Happy Hanukkah/Clone the Meskanens studio www.niagara.com/~studio www.studiodynamics.net -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.371 / Virus Database: 267.14.9/216 - Release Date: 12/29/2005