Re: Wiki Mailing List Tidbits An Easy Text Based Information Option !

2006-02-10 Thread studio
 Hi
 Good idea.
 For the most important things I think you should immediately do a draft 
 article with a link from the main section so it can be found from the 
 front page.  This page needs linking to from the main page as well.  Or 
 we make a miscellaneous section (which could include a glossary too).
 George

Hi George :

 The page I mentioned _ IS _ linked to from the Main Page .
http://rswiki.matthias-kappenberg.de/index.php/Mailing_List_Tid_Bits

or  http://tinyurl.com/cpxu4 if that long url wraps on you .

  One of the problems with Realsoft 3D and a Main Page is
that RS has so , so many facets to it that we can have many
such links from the main page that are wayyy too important
to be on a Misc. page .

studio
www.niagara.com/~studio
www.studiodynamics.net





Re: Identification of Wreck

2006-02-10 Thread Frank BrĂ¼bach
Dear Neil Cooke, I have had a short look at your picture gallery :-) Wow, very interesting to see a picture like "Bird Island one" with water and nice textures ;-) Have you built all the pictures with Realsoft? - Do you have the ship picture from a image manipulation software package or by internet? I know similiar picture of an CD full of pictures with ships and water and battles, they were created with lightwave or maya, so faras I can remember, some month ago :-), but I don't know where or at what place you can find it... sorry... Bye, Frank BrĂ¼bach user-list@light.realsoft3d.com schrieb am 10.02.06 08:02:07:Hi List,Found an image that I would like more data on ... image posted at ...http://www.neico.co.nz/3d/RS3Dwhatwhere.htmlTIANeil CookeVerschicken Sie romantische, coole und witzige Bilder per SMS!Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193


Re: Look-at

2006-02-10 Thread standley and mungenast

H i George,
I know my email had a lot of stuff that was hard to sort through, but 
try re-reading this part and walking through it.
Like all lattice mapping, the relationship of the objects before mapping 
is important.


George Jenner wrote:
 I've studied that and Matthias' site and it still doesn't answer 
everything. 


My goal was to have a camera slide through a scene with simple planes 
with tree textures on it, with the the trees turning to stay facing the 
camera(but only rotating on the vertical axis). The attached file has 
one simple set up (Rect-1 always faces cam-1), and another setup with a 
camera and its target mapped to separate curves (Rect-2 and Cam-2, slide 
the animation time slider). The key for me was how to draw the axis for 
the Look-at object. In this case, the axis needs to be drawn in a 
vertical direction. The relationship of the axis you draw with the plane 
defines the angle relationship between them forever. You might consider 
making a construction line first to trace. I started by going into a 
front view creating a  vertical plane centered on the origin (for the 
tree). While it's still selected, click the Look-at button on the 
construction tab. Now you're prompted to draw an axis. Go to the side 
view and draw it some distance away from the plane in the upward y 
direction. Now you can select this Look-at object and go the Spec tab 
and deselect Pitching and Banking. Now try moving the Look-at object 
around and watch the plane turn to face it. Try moving it up, and see 
that the plane doesn't tilt up or spin. Play with the Pitching and 
Banking settings to see how it affects the plane's behavior. Now you can 
drop the Look-at obect in a camera, or in a level, and it will continue 
to work. The Look-at object should be moved to the camera position 
point, as well as placed inside the camera in the select window so it 
stay with the camera. If you want to change the camera you want the 
planes to face, drag the  Look-atobject in the select window from one 
camera to another, and move the Look-at object to the new camera in the 
view window. It is also possible to set up several Look-at relationships 
initially, then drop the different Look-ats to different cameras, and 
simply turn off the Look-at's Construction enabled on the Spec tab for 
the cameras that are not your current camera. If you need a WHOLE BUNCH 
of trees to follow the camera, stack them all up on top of each other 
and select them before mapping to the Look-at object.

They can be instances, too!

Chris Mungenast


Wiki Tutorial -- Distributed_Rendering

2006-02-10 Thread studio
Hi :

  New Wiki Tutorial on getting Distributed Rendering working on
Windows . If someone could have a look and do a little proof-
reading while their machines are rendering away I'd appreciate
it . http://tinyurl.com/dlvh5  or

http://rswiki.matthias-kappenberg.de/index.php/Distributed_Rendering

  I finally found out why RS was crashing on me when I tried to
distribute . Man , all this time I thought it was because of an
old AMD and a new Dual Xeon . Now I have the Dual (and the new
laptop and the old AMD) and am getting the FISH benchmark in
17 seconds !

  Don't worry Arjo , I've got the laptop up off the desk and it's
running pretty cool according to Everest Home Edition .
http://www.majorgeeks.com/download4181.html

Thanks in advance .

studio
www.niagara.com/~studio
www.studiodynamics.net