Re: Indexed attributes and JS
Now when the stress of getting SP 1 out should be over, maybe I can try to revive this question again. Is the RS JS runtime module converting arrays properly now? Does the GetR3SUBDIVA_Pointwise* methods actually return JS arrays of the values? I have not yet taken the time to test this, and I would, in this case, prefer a method that gets a single pointwise value for a given point rather than getting the whole list. But, of course I can live with an array as long as I can use it in JS. Could someone give me an example JS snippet of how to extract the pointwise colour of a point in an SDS object? Best regards, Fredrik Bergholtz 2008/1/8 [EMAIL PROTECTED] [EMAIL PROTECTED]: Hi, first of all, is this list still active? Since the GetR3SUBDIVA_Pointwise* methods defined in r3subdiv.js are clearlly missing the index parameter and look otherwise suspiscious, I tried the following code snippet to get the colour of point 25 of the currently selected SDS object: * layer = GetJS (CurrentProject.Geometrics); obj = layer.GETFIRSTSELECTED(); colour = new r3Vect(); index = 25; R3RM_GETINDEXED = 29; R3SUBDIVA_PointwiseColor = 1235536; DoA3 (obj.r3obj, R3RM_GETINDEXED, R3SUBDIVA_PointwiseColor, R3TID_INTEGER, 0, index, R3TID_INTEGER, 0, colour, R3TID_COLOR_RGB, 0); //DoA3 (obj.r3obj, R3RM_GETINDEXED, R3SUBDIVA_PointwiseColor, R3TID_INTEGER, 0, index, R3TID_INTEGER, 0, colour, R3TID_VECTOR, 0); print (colour.x, , , colour.y, , , colour.z); *** Calling the DoA3 method gives me an error: Undefined Attribute 1235:1235536 (Error:r3root:93 This indicates that there is no handler that acknowledges the R3SUBDIVA_PointwiseColor attribute, this sounds unlikely and I wonder, could the number have been incorrectly entered in the js-file? I could, of course check this out by having a plugin report the value of the true attribute identifier, but I am too lazy to do that right now. Should I not be able to do this from JS? Regards, Fredrik Bergholtz P.S. The colour type documentation, and perhaps even implementation, seems to be non-existent, can you verify this? The r3color.js states that the color class is built-in to the RS JavaScript library, but searching the r3js.dll for appropriate text strings yields no satisfactory results. The r3Vect class, however, is frequently found. The documentation also shows the r3Vect class along with some other, but the colour classes are not mentioned in the documentation.
re: [BUG] RendD, RendW (...) always crash
Hi Jan, Did you have any of my plugin installed (E.g RealMoca, SkinManager)? If yes, try to remove them temporarly and see if the problem persist. If you don't get crashes without them let me know and I will try to fix those bug as a fast as possible. Best Regards, Carlo Lanzotti Hi, when I try to run RendD.exe or RendW.exe, the program always crashes... and for the photorealistic contest I need another CPU to avoid too long rendertimes and to have the opportunity to do more testrenderings... so I wanted to use another PC in my LAN ... But those clients are pretty useless!! I'm using Realsoft V6 (32) on WinXP Pro. Last time I did network rendering, everything worked fine .. using V5 Do you have the same problems? does anyone know how to solve this? lg, Jan
Re: contest site down
Aww, sad news indeed. I hope that you will be able to set something else up. I admit that I haven't been very active lately, but the forum was always my favourite RS site. Regards, Fredrik On 14/04/2008, mailinglist [EMAIL PROTECTED] wrote: Hi, very bad news for all Realsoft 3D Image Contest and Forum users. Today my provider closed all my websites because they were steadily hacked from www.3ddart.org . I got daily about 10 mails from the postnuke system that there were attacks www.3ddart.org but there were no patches for the forum system (pnphpbb2) which seemed to be the worst concerning security. This is now the end of the contest site at least postnuke based. I don't know where to take the time to build up something new atm. When the I got my access back I'll upload a homepage telling that it's gone. At least I'll install a new gallery system at the following weekend hopefully. Sorry ... don't know what to write else. I'm very sad :°( Boris
Re: Happy birthday... (quite off topic here)
Might as well admit that I walked the same path. After dad built his own computer around 1982 I was hooked and when he later got a C64 I was digging myself into BASIC and 6510 assembler. Then A500, then A4000, then I cracked and got a PC. :( Fredrik On 16/11/2007, Russell Jones [EMAIL PROTECTED] wrote: Ah... the good 'ol C64. Fond memories. I got started in programming with it (Had Simon's Basic and Commodore's own 'Super Expander 64' - Built in Basic was sorely lacking). I, too, didn't really get into graphics until I got my Amiga 1000 (then 500, then 1200...). Real 3D version 2.something. As I recall, didn't Vesa get started on the C64 as well? Like some test renders or something (raytracing...On the C64!)? Anyway, as a programmer I'm amazed at how much could be done with so little (because you HAD to!). 1.02Mhz and 64k RAM (much less actually available most of the time), 4 colors (well, 3 plus transparent) out of 16 and 'only' 3 channels of sound... But oh, what sound could come out of that lovely SID chip... sigh Anyway, happy birthday, Commodore 64! Too bad your parents (Commodore) didn't know their a**es from a hole in the ground when it came to promoting you and your siblings (Amiga 500/1000/1200/2000/2500/3000/4000/CDTV/CD32)sigh again. Russell - Original Message - Wrom: SWZIDREXCAXZOWCONEUQZAAFXISHJEXXIMQZUIV To: user-list@light.realsoft3d.com Sent: Wednesday, November 14, 2007 12:50 PM Subject: Happy birthday... (quite off topic here) ...to Commodore C64, the place it probably started for some of us. According to the news it is today precicely 25 years since the first Commodore C64 hit the stores. Time is precious, and getting aware that 25 years has passed since it all began, I guess I'm getting kind of into a hurry :-) God I feel old, LOL! Just curious , how any of you guys started out on this machine, and what did you use it for? Myself I got one when it was fairly new, and immediately started coding in basic, which evolved into machinecode using the Edna cartrigde (had some others I don't remember the name of). I was also into music and a little graphics, but my real interrest for graphics didn't come until I got the Amiga 500. Yes, I'm still lurking around, but haven't had the oppurtunity to do anything real in ages. Regards Karl R This e-mail and any attachment are confidential and may be privileged or otherwise protected from disclosure. It is solely intended for the person(s) named above. If you are not the intended recipient, any reading, use, disclosure, copying or distribution of all or parts of this e-mail or associated attachments is strictly prohibited. If you are not an intended recipient, please notify the sender immediately by replying to this message or by telephone and delete this email and any attachments permanently from your system. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.15.33/1133 - Release Date: 11/15/2007 8:57 PM
Re: DNA - test
Wow, that is an excellent picture! Keep up the great work! Regards, Fredrik Bergholtz On 15/09/2007, Jan Schmitz [EMAIL PROTECTED] wrote: Hi, I'm really interested in biology and we're talking about DNA at the moment (in school). I tried to rebuild the characteristic DNA structure ( ger. Doppelhelix). I used bt3d's great microscope shader :) the DNA is not very realistic, between the bases should be nothing but hydrogen bridges... but I tried to fake an EM look. here is the link: http://img120.imageshack.us/img120/614/test1pbr2.jpg comments and critics are welcome! Best gegards, nice weekend Jan -- Jan Schmitz Im Hahn 22 59846 Sundern http://janschmitz.com
Re: Skeleton collision detection
Hi! Here and working hard for the release ;-) Regards, Carlo Hi Mark Talking of Dynatomics. I have emailed Carlo for an update a few times, but have had no response. All his weblinks seem dead, I can find no info. Chris Sellars Morsel Animation - Original Message - From: Mark Heuymans [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, August 17, 2007 12:23 AM Subject: Re: Skeleton collision detection At 01:02 16-8-2007, you wrote: Hi Stefan, Unfortunately this does not produce the effect I am looking for. The grass should not stretch, it should just bend as objects or forces hit it. This is why I was going to use nurbs curves mapped to skeletons. However I have not been able so far to get the skeletons to react to the simulation system. If I create sub groups for the skeleton points, they just produce unrecognised tag errors when used in a simulation. Any more ideas from anyone ? Thanks, Chris Maybe Dynatomics could do this (but it's not available yet). I think it will enable you to turn the body that's controlled by the skeleton into a collision object, and collide that with the grass that has its 'roots' (lowest two points of the curve) fixed, correct me if I'm wrong Carlo. And then, there are some additional questions: - how does the Interpolator behave in animation? - a lot of grass is needed, can the system handle it? Can YOU handle it? ;) - and then there's Chrono: very fast and accurate with collision detection; I'm just starting to learn it, who knows what it's capable of... but I don't think it was designed to handle this kind of dynamics (??) It's quite a challenge, just my 2 cts, good luck! -Mark H -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.484 / Virus Database: 269.11.19/955 - Release Date: 15/08/2007 16:55
Re: Script to make curve.
Hi, I have not looked at the script, but this error sounds a lot like the good old function name truncation problem in the .js base files.I do not remember if this particular funtion is listed on the script bug report page on the wiki and I am too lazy to check. Sorry. :) Regards, Fredrik Bergholtz On 26/07/07, Beg-inner [EMAIL PROTECTED] wrote: Hi K-UDA.. Seems like a very cool and nice script.. ! Thx for sharing it ...! It dont work here though... This error comes up when I click the 'Create Curve' button.. CURVE_GEN_001.JS:174 TypeError hairpice_sds_2.FACESTOTRIANGLES is not a Function Error:r3mainw:8013 Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. - Original Message - Wrom: RZFSQHYUCDDJBLVLMHAALPTCXLYRWTQTIPWI To: user-list@light.realsoft3d.com Sent: Wednesday, July 25, 2007 3:32 PM Subject: Script to make curve. Hello List. I wrote a script to create a curve. This script creates the nurbs curve on the chosen SDS surface. I wish this script helps the work of your modeling. Download from the following page. http://www2s.biglobe.ne.jp/~k-uda/INDEX-S1.htm The simple direction for uses. 1.Select the SDS surface. 2.Click Create curve button. 3.Select the nurbs curve in the SelectWindow. 4.Click Bend curve button. Best regards, K-UDA -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 269.10.11/909 - Release Date: 7/20/2007 4:39 PM
Re: Second Life Issue: Having a RGB-output representing UV-space´s XYZ
Lol, as soon as I found out about the upgrade of SL I thought about this myself. Unfortunately, I never had time to really think before I was, once again, lost inside. However, I do think that this shouldn't be too difficult and I will try something when I manage to re-surface. If anyone else is willing to make an attempt - I would be happy. :) Regards, Fredrik Bergholtz On 24/05/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hello, I have a question. Can anybody tell me an easy way to convert the uv-space of a mesh into an TGA-output in which RGB represents XYZ of the mesh? Thank you for your answer! Albert -- GMX FreeMail: 1 GB Postfach, 5 E-Mail-Adressen, 10 Free SMS. Alle Infos und kostenlose Anmeldung: http://www.gmx.net/de/go/freemail
Re: L-System Iterator
Charles, just download the attachment under the picture in the post at the Image Contest site. You may have to scroll a bit to the side in order to see the download link - the picture is a bit wide. :) Regards, Fredrik Bergholtz On 23/04/07, Charles R. Henry [EMAIL PROTECTED] wrote: Hi Fredrik, Where is the zip archive for the L-System Iterator. This is interesting to me and I'd like to give it a try. I'm not familiar with the Forum. Thanks, Chuck Henry - Original Message - Wrom: LSZLKBRNVWWCUFPEGA To: user-list@light.realsoft3d.com Sent: Sunday, April 22, 2007 5:37 PM Subject: L-System Iterator Hi, from a discussion about plants in the IRC channel I was inspired to start working on an L-System iterator script. I have posted the first version of this script here: http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=967 Enjoy, Fredrik Bergholtz
L-System Iterator
Hi, from a discussion about plants in the IRC channel I was inspired to start working on an L-System iterator script. I have posted the first version of this script here: http://www.3ddart.org/index.php?name=PNphpBB2file=viewtopict=967 Enjoy, Fredrik Bergholtz
Re: exporter
I am afraid that you have to be a bit more specific than that - there are at least two ways of creating add-on modules for RS, either one can use the Javascript interface or one can use the C interface. The approaches are somewhat different and in order to respond to your question, it is also important to know your level - if you already know how to make RS plugins, the process of making object model plugins, as in import/export of geometry models, is simple, but if you are just learning C, the learning process is a bit more complicated. Regards, Fredrik Bergholtz On 06/04/07, Alasdair [EMAIL PROTECTED] wrote: How do I go about creating an export module for rs3d? Alasdair Whyte www.digitalmystic.co.uk
Re: Array handling in JS
I fear that the problem is bigger than just R3MATPRPA_InputTypes, I admit that I have not explicitly tested all of these, but I think that none of the attributes that are of array type works properly in JS. Here are some examples: * r3prim.GetPointsSelection() (R3PRIMA_PointsSelection) * r3prim.GetPoints() (R3PRIMA_Points) * r3subdiv.GetPoints() (R3SUBDIVA_Points) * r3subdiv.GetWeights() (R3SUBDIVA_Weights) * r3subdiv.GetUVCoords() (R3SUBDIVA_UVCoords) Some array attributes are not available at all from JS, for example: * R3SUBDIVA_Faces * R3SUBDIVA_FaceSelection * R3SUBDIVA_EdgeSelection * R3SUBDIVA_VertexSelection * R3SUBDIVA_HiddenFaces * R3SUBDIVA_SmoothVertices * R3SUBDIVA_HiddenUVFaces In case of R3SUBDIVA_Faces, I assume that the fact that the struct r3subdivface is not defined in JS, at least not in v4.5, explains it, but I do think that something is up with the array conversion between the SDK and JS. Regards, Fredrik Bergholtz On 28/03/07, Vesa Meskanen [EMAIL PROTECTED] wrote: Hi, I'd assume they read this list :) Yes we do. The bug appears to be in the discussed R3MATPRPA_InputTypes attribute handling. It is unusual and the standard JS approach does not handle it properly. We plan to fix this in future versions. Kind regards, Vesa
Re: Array handling in JS
Sigh, since my email foilter obviously failed, I might as well respond to this in an attempt to lay the issue to rest and get this thread back on topic. The scripts folder contains the headers needed to support various scripting languages. The contents of the subfolders is the glue between the RS SDK and the scripting language in question. The files in scripts/js define javascript classes for most of the RS SDK classes and that is all they do. The folder scripts/js/myclasses does indeed contain examples, but examples of how you create your own classes that inherit from RS SDK classes. This means that these examples are intented to show how you can extend RS with new object types, construction tools, etc. If you ever need to understand the files in the scripts folder, that means that you have reached the very top of RS extension. Unless, of course, you are just blindly following the instructions given to correct some RS javascript bugs of which there are several examples on the RS wiki. The content of that scripts/js folder is only helpful for changing, or understanding in detail, how the javascript interface to the RS SDK is realised. I know that you deliberately do not understand anything I say, but trust me, if you don't understand the contents of the folder or what I just posted, just ignore this folder - it won't help you in any way. Regards, Fredrik Bergholtz On 25/03/07, studio [EMAIL PROTECTED] wrote: Garry, Nice for advertising: the greatest 3D Chinese puzzle ever made, LOL I have no clue about all this new undocumented stuff you discovered... cheers again, Mark Whoa , hang on : I didn't say I had discovered _Any_ undocumented stuff . What I said (Re-Repeat Mode/ON) was that I had stumbled upon a folder (realsoft3D/scripts/js) that contained ~3000 javascript files , but there were no clues anywhere as to what the purpose of all these files were ; system , bonus , time travel ... or otherwise. I started a thread on March/10/07 about it , but no replies , except for one that didn't sound all that convincing a summary about the source or destination of these files , to me . As I said in my very recent reply to you , yes , RS does sometimes have undocumented tools , and many more poorly doc- umented tools , so therefore my curiosity about all these interesting javascript files in that folder (whew!) . Anyway , cheers studio - Original Message - Not a useful tip but anyway... I had this array problem when working with RPL in V3 ( a long time ago) for a fractal generator. I had to dig through a huge forth manual to find the solution: CREATE and DOES were present in Real's RPL but completely undocumented! -Mark H Hi Mark : Hey , I think that is a very useful tip ! Guys like you and I and many others who have been around for over 10 years know all about the possibility of undocumented features inside RS , the greatest 3D Chinese puzzle ever made (you were on the RPL list too , if I'm not mistaken) .
Re: Lost Password
Very strange. The template should work for v5+, could you be more specific about what happens? Does RS give you any error messages? Regards, Fredrik Bergholtz P.S. It is also, odd that you can't get your pasword or at least reset it. Talk to Boris and he'll fix it. :) On 09/01/07, Neil Cooke [EMAIL PROTECTED] wrote: Hi Zaug and FreBer, Sorry but I cant get back into the Forum discussion about that CGSphere due to being unable to retrieve a password or register or anything. The RS version 5.1 SP3 except Vesa sorted a problem out for me a while back and the version will be slightly ahead of 5.1 I guess, and the the OS is XP. Neil Cooke www.neico.co.nz 0274-872437
Re: Lost Password
Cool, I look forward to seing your entry. Regards, Fredrik Bergholtz On 09/01/07, Neil Cooke [EMAIL PROTECTED] wrote: Hi Fredrik, Sorry to trouble you. I have now opened the file successfully in my older 5.1 SP3. It seems there might be some issue with the particular version I first used. So I will drop a sphere I have into the frame and post it to the cgsphere folk. Also I got the password working without having to bother Boris. Thanks for your concern. Neil Cooke - Original Message - Wrom: FGGMEPYOQKEDOTWFAO To: user-list@light.realsoft3d.com Sent: Wednesday, January 10, 2007 1:07 AM Subject: Re: Lost Password Very strange. The template should work for v5+, could you be more specific about what happens? Does RS give you any error messages? Regards, Fredrik Bergholtz P.S. It is also, odd that you can't get your pasword or at least reset it. Talk to Boris and he'll fix it. :) On 09/01/07, Neil Cooke [EMAIL PROTECTED] wrote: Hi Zaug and FreBer, Sorry but I cant get back into the Forum discussion about that CGSphere due to being unable to retrieve a password or register or anything. The RS version 5.1 SP3 except Vesa sorted a problem out for me a while back and the version will be slightly ahead of 5.1 I guess, and the the OS is XP. Neil Cooke www.neico.co.nz 0274-872437
Re: test
Yes? :) On 02/12/06, alasdair [EMAIL PROTECTED] wrote: Am I being recieved yet? Alasdair www.digitalmystic.co.uk
Re: displacement animation
Wow, that is just awesome. Lovely animation, keep up the good work! /F On 07/11/06, Mark Heuymans [EMAIL PROTECTED] wrote: OK, here's the result: http://www.xs4all.nl/~ath8n0r/div/landdispl02.avi latest Xvid codec, 5.3 MB It's an old project revisited, actually just a little WIP that got out of hand: setting the animation stuff took just half an hour or so but the rendering more than 24 hours. Bump height is animated, increasing towards the end and also increasing render times ;) but it ended up ok. -Mark H
Re: Creating a Lamborghini Murcielago
...and there are links to that and other offsite tutorials in this article also: http://rs3dwiki.the-final.info/index.php?title=Offsite_Tutorials I see that nobody continued to add tutorials to that page, maybe that is an indication of people not liking the idea. However, if that isn't the reason, I re-iterate my request for this page to become a resource for finding every RS tutorial there is, please add all tutorials you know of to this page. If categorisation proves useful, we can easily add that. Regards, Fredrik Bergholtz On 30/09/06, Neil Cooke [EMAIL PROTECTED] wrote: Top work Robert and Stefan ... should be in 3DWorld mag too. Just to remind folk that there is a link to a 261 page pdf of this tutorial under sds modelling in the Wiki. Thanks again Neil Cooke - Original Message - Wrom: KEDOTWFAOBUZXUWLSZLKBRNVWWCUFPEGAUTFJMVRESKPNK To: User-List user-list@light.realsoft3d.com Sent: Saturday, September 30, 2006 5:02 AM Subject: FW: Creating a Lamborghini Murcielago Hi All, FYI: We have some extra publcity for Realsoft3D! The Lamborghini tutorial has now been posted at 3dm3.com by the site admin, Stryker :D Here: http://www.3dm3.com/tutorials/realsoft3d/car/ Best regards, Robert
Re: Operating system bashing
The amiga workbench and the os of the AtariSTwere just fine. And in what way were these different? I can't speak for the Atari, but the Amiga OS definately contained the interface components, the library was called Intuition if you don't remember. And there are lots of benefits in having common implementations and thus interpretations of the desktop metaphor. Of course, in the linux world it might have gone a bit out of control - a good thing with standards is that there are so many to choose from. :p Regards,Fredrik BergholtzOn 22/09/06, Jean-Sebastien Perron [EMAIL PROTECTED] wrote: Thankyou everyone, You made me realized that Linux is not an alternative. It's too much complicated for a lazy guy like me. Id' rather give 400$ to Microsoft. An operating is supposed to: -Manage Drivers and Hardware -Manage Files on Disk -Manage cpu task and memory Only that and nothing else. It's simple. No update needed every years. No SUPER User Interface Tool and services. Each software should do It's own interface like the good old time. The OS should be totally invisible all the time, only the software are important. Nothing else. The videogame console model is perfect, you never see any operating system behind. Instead we are stuck with Windows, MacOSX, Linux : They all fail to deliver the basic needs. The amiga workbench and the os of the AtariST were just fine. The star is not the Operating system but the application you start with them. Note : With operating system managing the user interface of all applications, All the User Interface of all software look the same, so sad. Jean-Sebastien Perron De: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED]] De la part de Russell Jones Envoyé: Thursday, September 21, 2006 8:20 PM À: user-list@light.realsoft3d.com Objet: Re: What is the best LINUX distribution would you recommand for realsoft? This is why Linux is not yet embraced by the mainstream: Large differences in supported features, hardware, etc. I'm surprised the Linux community hasn't established a minimum Linux standard that software manufacturers can write for...or maybe they have but no one knows about it? Something along the lines of MSX for the PC, which, although failed miserably to gain a user base (at least in the US), at least offered a 'minimum standard' for software companies to write for. I'd like to see Linux succeed, but they have to do much better than they are. Russell - Original Message - From: Marc Michael To: ShaddamIV Sent: Thursday, September 21, 2006 7:16 PM Subject: Re: What is the best LINUX distribution would you recommand for realsoft? Hallo ShaddamIV, What is the best LINUX distribution would you recommand for realsoft? Jean-Sebastien Perron www.neuroworld.ws I have installed Realsoft3D on SuSE and Debian. At work I've installed Ubuntu. Ubuntu is based on Debian. Ubuntu is focussed on the graphical desktop user. Very easy to install. You insert the CD, boot into the live system, play around and then simply choose from the menu Install on HD. Nice thing. In my experience Realsoft3D doesn't need special features of the distribution. So, all Linux Distributions should work. There are three things which needs further investment. First is the GUI library. RS3D need the original Motif-Libs. As I installed it on a Debian Box, I simply copied the binary lib from a SuSE Box. It simply works. An important point is the window manager. RS3D uses extremely the left Alt-Key. But under X11, the left Alt-Key is traditionaly used for manipulating windows. I use BlackBox. BlackBox has the nice feature that I can simply press the Scroll-Lock-Key and the left Alt-Key will be directly routed to the application. That's a nice feature. Another point is the hardware-acceleration of OpenGL. There I have no experience. Ati and Nvidia provide more or less closes source driver for their cards. As I've heard, it's not so hard to install an Nvidia-Card. The best advise on which Linux-Distribution you should use is simply: Use the distribution your friend uses. ;-) -- Viele Grüße, Yogi Marc Michael No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.405 / Virus Database: 268.12.6/453 - Release Date: 9/20/2006
Re: no wiki problem
No, you are correct, I think that only admins like myself and Matthias may remove a page completely - the page we are talking about is still there. Go to Special pages-All pages to see _all_ pages that are on the wiki. If an admin completely removes a page, however, it won't even appear here and the contents of the page will be lost forever. As for extending the Recent Changes, you can do that yourself by clicking the links at the top of the page. There you can increase the number of changes to show and how old the changes may be. If the numbers presented in there aren't enough, you can modify the URL directly: http://rs3dwiki.the-final.info/index.php?title=Special:Recentchangeslimit=500days=300 This will give you the latest 500 changes that are less than 300 days old. I suppose that you can exchange 500 and 300 with any number, within reason. If you don't want to type this in every time, you can bookmark the URL in your browser for easy access. If Matthias, as he is the only one with enough access, were to modify the PHP code of the Mediawiki to add more links on that page, he would make it more difficult to upgrade the wiki when that becomes necessary. It is best to minimise the number of such modifications. Regards, Fredrik Bergholtz P.S. Note that, on the All pages page you can also easily see the duplicate pages I was bitching about a long time ago. I think most of the duplicates are sorted out, but some may still remain. On 11/09/06, studio [EMAIL PROTECTED] wrote: Hi Fredrik : Sorry , I thought only yourself had the means to comp- letely remove a Wiki page . My sincerest apologies . You also make good points about the pro's con's of simply copying info into the Wiki from a site that is in a constant state of being upgraded , without foll- owing the S/W's Doc upgrade timetable . Well , could we not extend the timeframe of the 'Recent Changes' tool ? Not fair in my opinion to have an author wondering who and what and why , without at least some small info about the date thier efforts were wiped out . Of course in theory , anyone can log in and delete the whole site at will , but still , it would be nice to see a few more details concerning particular page histories , I think . Best . Garry www.parkwild.com Who are these non-contributing administrators you speak of? The page wasn't removed by any administrator, contributing or otherwise. The wiki has mainly contained information about RS3D, not easily found in the official manual. The wiki was never intended to be a carbon-copy of the manual since that only raises unnecessary problems of maintaining consistency. Besides, what would be the point of having redundant information on the wiki? Now, to relate to the greeblez! page, the initial page was, in fact, the user-manual for Real Greeblez!. This was ok since, at that time, the script was shipped with no manual and there was no natural home for such a manual. This has changed, Real Greeblez! has a web site of it's own, this site is linked to from the image contest site and wikipedia. The Real Greeblez! script now ships with a manual and a tutorial that shows how to use the script. There is no need for copying the manual to the wiki, in fact, due to consistency problems, its presence on the wiki could, theoretically cause more damage than assistance. This means that the wiki can go back to be about things _not_ explicitly listed in the official manuals. If you want to make a tutorial about performing a specific task, that maybe nobody even thought about using Real Greeblez! for, feel free to make a new page for that. But I do not think that an outdated copy of the manual is helpful at all. As a final note, if you had taken the time to look at the page history you would have noticed that it was Zaug himself who removed the link to the page. And even though anyone can add and remove things from a wiki, I think that the author of the product has a little bit more than others to say about pages concerning his/her product. Regards, Fredrik Bergholtz On 07/09/06, studio [EMAIL PROTECTED] wrote: Oh my, Oww! That is a quite dated version; apparently composed prior to the complete rewrite/redesign and several additional small changes. It really should be removed if it is not to be updated. In my opinion that would be rather redundant as Real GreebleZ! has had proper, up to date, documentation since May; available at the source. http://rs3dwiki.the-final.info/index.php?title=Real_GreebleZ%21 I looked for my page (above) on the wiki some time ago with the intention of updating it . Couldn't find it , so I gave up . If the page is that offensive , it could have easily been up- dated by deleting the nasty redundant content and add a link to http://www.catmtn.com/realgreeblez for-up-to-date-Doc's . That's the whole idea behind the wiki impetus . Edit , add , delete page content , modify ... perfect ! (verb
Re: no wiki problem
Who are these non-contributing administrators you speak of? The page wasn't removed by any administrator, contributing or otherwise. The wiki has mainly contained information about RS3D, not easily found in the official manual. The wiki was never intended to be a carbon-copy of the manual since that only raises unnecessary problems of maintaining consistency. Besides, what would be the point of having redundant information on the wiki? Now, to relate to the greeblez! page, the initial page was, in fact, the user-manual for Real Greeblez!. This was ok since, at that time, the script was shipped with no manual and there was no natural home for such a manual. This has changed, Real Greeblez! has a web site of it's own, this site is linked to from the image contest site and wikipedia. The Real Greeblez! script now ships with a manual and a tutorial that shows how to use the script. There is no need for copying the manual to the wiki, in fact, due to consistency problems, its presence on the wiki could, theoretically cause more damage than assistance. This means that the wiki can go back to be about things _not_ explicitly listed in the official manuals. If you want to make a tutorial about performing a specific task, that maybe nobody even thought about using Real Greeblez! for, feel free to make a new page for that. But I do not think that an outdated copy of the manual is helpful at all. As a final note, if you had taken the time to look at the page history you would have noticed that it was Zaug himself who removed the link to the page. And even though anyone can add and remove things from a wiki, I think that the author of the product has a little bit more than others to say about pages concerning his/her product. Regards, Fredrik Bergholtz On 07/09/06, studio [EMAIL PROTECTED] wrote: Oh my, Oww! That is a quite dated version; apparently composed prior to the complete rewrite/redesign and several additional small changes. It really should be removed if it is not to be updated. In my opinion that would be rather redundant as Real GreebleZ! has had proper, up to date, documentation since May; available at the source. http://rs3dwiki.the-final.info/index.php?title=Real_GreebleZ%21 I looked for my page (above) on the wiki some time ago with the intention of updating it . Couldn't find it , so I gave up . If the page is that offensive , it could have easily been up- dated by deleting the nasty redundant content and add a link to http://www.catmtn.com/realgreeblez for-up-to-date-Doc's . That's the whole idea behind the wiki impetus . Edit , add , delete page content , modify ... perfect ! (verb) . It was not designed to give non-contributing administrators an opportunity to decide what should be and what should not . Oh well , such is life , n'est pas ? Zaug Garry
Re: Changing color of multiple ojects at once?
You can also build a set of plugins that will allow you to make and maintain paintjob schemes. As in, let a special kind of SDS object keep track of what index in the current paintjob, al list of materials, every face has. Then you can change the paintjob easily. No, this reply was not serious, but this is, in fact, what I am working on. :) I don't think that my plugins would be of any use for your situation, this is the way the in-game models for Midtown Madness 2 works and I am making tools for such object files. Regards, Fredrik Bergholtz On 30/06/06, Matthew Hagerty [EMAIL PROTECTED] wrote: Thank you all for the suggestions, I think I can make something work now. Neil's makes the most sense to my brain, so I'll give it a try first, but I'm certainly going to experiment with everyone's suggestions if only to better understand the software. Neil, those images are incredible! Care to share with us how you manage such a large scene? Do you model parts individually and pull them into a master scene? I seem to always model and set up my scene in the same file, probably because Realsoft does not separate the modeler from the scene/renderer/animator like many other packages (not that it's bad, just different.) But then again, I've never made a scene as complex as the one you linked to below. Matthew Neil Cooke wrote: In case this helps ... maybe copy the color material from the constant folder in the materials library and rename it color1, copy again and call it color2 etc. ... grab all things that must stay black for example and assign them color1, etc. I use this system to create slightly different coloured stoneworks in the link below ... the exaggerated colour image is used for checking what parts I have assigned etc. Go to the fourth and fifth rows of images down on this page: http://www.neico.co.nz/3d/neico0601.html I don't know about animating this since I have never needed to look into it. I use that constant/color material a lot. Neil Cooke - Original Message - Wrom: EGAUTFJMVRESKPNKMBIPBARHDMNNSKVFVWRKJVZCMHVIB To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 5:42 PM Subject: Re: Changing color of multiple ojects at once? Hi Matthew, What's with a identifier or a user defined channel, and a material with if statement? Matthias - Original Message - Wrom: GDADRZFSQHYUCDDJBLVLMHAALPTCXLYRWTQTIPWIGY To: user-list@light.realsoft3d.com Sent: Friday, June 30, 2006 12:48 AM Subject: Re: Changing color of multiple ojects at once? Vesa Meskanen wrote: Hello I'm not sure how to map to the scene and where do I find the Map2Obj tool? Also, I guess I'm missing how this will let me quickly change the color of the various objects of the model that represent the model's color? Sorry! My reply was apparently aimed at users who already knew how to change the colors using map2obj. The method I described has the following idea: you create a material (texture map etc). which defines the colors. Material defined color is then converted to object colors. After that, objects can be animated and the color will not change. Using this principle, one can color thousands of objects in a couple of minutes 'automatically'. I am no longer sure if this is what you wanted. Let me try to explain another way. I have a model, a lightcycle inspired from the movie TRON. The model has about 60 or so objects that make it up. Some of objects, like the main body, tires, etc. are a color such that you would say that lightcycle is blue, or yellow, or red, etc.. Now, there are also parts of the lightcycle that are always going to be white, some that are black, some that have materials, etc.. So, to change the color of the lightcycle, I currently have to either multi-select or individually select each of about 35+ objects and set the color. I was wondering if there was some way to assign a tag of some sort, or group the objects that make up the those that define the color of the lightcycle, and change them all at once instead of individually or multi-selecting all 35+ objects every time. Matthew
Re: Some WIP
Very nice indeed. Isn't it lovely what all those hours of blood sweat, tears and blood can do? Did I mention the blood? Regards, Fredrik Bergholtz On 28/05/06, Zaug [EMAIL PROTECTED] wrote: Nothing too amazing, but getting closer to what I was inspired by, when I began working on the script: http://www.catmtn.com/images/renders/real_greeblez-13.jpg Zaug -- My love of the halfling's leaf has clearly slowed my mind. |8?o
Re: New anim under construction
Ahh... Longbottom leaf... Nice experiment, I am looking forward for more. ;) Regards, Fredrik Bergholtz On 28/05/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi Zaug It's an experiment for a larger work. The first test to see if the planned real snail anim can be done. The idea came up after some really fine halfing's leaf ;-) and a magazines title picture (Nature ... uuups, title forgotten ) (+ a friends joke about my speed on the soccerfield, which was not as high as ... at this day.) Matthias - Original Message - Wrom: BXFGGMEPYOQKEDOTWFAOBUZX To: user-list@light.realsoft3d.com Sent: Sunday, May 28, 2006 1:23 PM Subject: Re: New anim under construction Good work Matthias :) Is this just an experiment or is this going to be part of a larger work? Matthias Kappenberg wrote: Hi all, have a look here, if you like (running snail under construction): http://www.matthias-kappenberg.de/index.php?id=149 Matthias Zaug -- My love of the halfling's leaf has clearly slowed my mind. |8?o
Re: RS Char Anim Tuts....WAS Re: 100 US$ Revolution4D service pack3 V6 news !
Hi, Stefan. To me this sounds like an excellent choice, and I think that the RS wiki would be a great platform for it. There you could also, easily, get assistance from others if you like, help concerning proof-reading, sample pictures or even subject matter. In my opinion this is just what the wiki is for - if you start off the tutorial, it will get finished regardless of your personal circumstances. Even if you can't find the energy to go all the way, and I know this kind of work requires a lot of energy, I am sure that the community would greatly appreciate your work and happily expand on it. Kind regards, Fredrik Bergholtz On 25/05/06, Beg-inner [EMAIL PROTECTED] wrote: Hi Garry and all.. Well I feel really bad that I just dont have had the energy or the peace in my life to get going with my planned Tuts on Char Anim =(.. I feel even more sad, when seeing how much ppl on the list really seems to want to get going in just Char Anim.. Much can already be done in RS without having to wait for V6 and some plugins.. I have thought of changing my strategy in my plans for my tuts.. I dont know if that will help me to finish them earlier or make me even to complete them at all.. But I think I have a better chance to release them, if just doing them in parts, and release each part in Beta stage of them as they get at least Useable.. Then later on IF it gets completed, then I can polish them up and finalize them into one bigger tut.. Well I can´t promise a thing, since I dont know what life has in store for me.. so I really can´t plan anything.. =( But I will at least try...and we´ll see how far that takes me.. Btw.. For me money isnt at all the question, since I really dont care about money, as long as I just have enough to just survive and maybe slightly more, to not only keep my nose above the waterline... I do all things I do, just for the fun of it, and I also feel very good whenever I can help someone, no matter if its in RS, computer stuff in general or things in real life...! Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. It appears it is not the RS development team that has been sleeping . If only we could light a small fire under the fat asses of those who have mastered some of the character animation tools and polygonal modeling tools in an effort to get them to post tutorials . Is it money you want ? How much ? How soon ? How often ? TIA . studio www.niagara.com/~studio www.studiodynamics.net
VSL: Testing an image for an alpha channel
Hi, is it possible to test for the prescence of an alpha channel in a given image map inside a VSL material? Something like: Surface properties { do stuff if (image has alpha) { Apply alpha channel of image to surface transparency } } I want to use the same structure of the VSL material for all my objects to let users simply change the possible parameters that match the in-game material properties without having to modify the actual VSL code. Regards, Fredrik Bergholtz
Re: Testing an image for an alpha channel
Oh, I think that my description may not have been fully clear. (Bad pun, sorry :) ) I do all this, the thing is that I want to be able to use the same material even if the actual image map has no alpha channel. When I try this, loading an image map with no alpha channel, the bindings get messed up and the red channel will be sent to transparency. This is what I want to avoid. Think of it like a special kind of material, I want to set up a bunch of user editable attributes, one of which is an image map. If this image map contains an alpha channel, that would be sent to transparency, but if it doesn't have an alpha channel, transparency won't be affected by the material. What I want is to make sure that the last three VSL objects in the material shown in the attached image are only evaluated if the image has an alpha channel. Regards, Fredrik Bergholtz On 29/04/06, David Coombes [EMAIL PROTECTED] wrote: Yes, you can do that, but you're thinking about it wrong. What you want to do is output to the surface transparency the value held in an images Alpha channel. In your Surface Properties shader add a Texture object. Load your texture with Alpha channel. Set the output of the texture object (In/Out tab) to Surface:Transparency In the Bindings tab, click the Edit checkbox and set the bindings so the Transparency's RG and B channels (destination) are set from the source image's A channel At this point I'll mention I can't actually do this because RS's window is busted and has been as long as I've known the software. When I click Edit Binding the Source panel extends to below the bottom of the window and I see no destination panel. No amount of opening and closing windows and panels and Ctrl left right shift click and dragging will expose the rest of the interface for me. The way panels auto scale and such I've always found awkward as they invariably produce a window far longer than my 768 pixel height display, and often don't terminate at the bottom of the window anyway. Anyway, what you are doing is selecting a picture that has Red, Green, Blue and Alpha components, and saying 'For each pixel, take the images Alpha value and set that as the transparency value of the Red, Green and Blue colour components of the surface.' You can just as easily create a black and white image and set the value of surface transparency to the red component of the image, using it as a mask. David Coombes [EMAIL PROTECTED] ... - Original Message - From: [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Saturday, April 29, 2006 11:56 AM Subject: VSL: Testing an image for an alpha channel Hi, is it possible to test for the prescence of an alpha channel in a given image map inside a VSL material? Something like: Surface properties { do stuff if (image has alpha) { Apply alpha channel of image to surface transparency } } I want to use the same structure of the VSL material for all my objects to let users simply change the possible parameters that match the in-game material properties without having to modify the actual VSL code. Regards, Fredrik Bergholtz vsl.png Description: PNG image
Re: Testing an image for an alpha channel
On further investigation, this only seems to happen when the material is created - if the channel that I bind doesn't exist in the original image map, RS chooses the R channel for some reason. If the material that initially gets assignes to the Texture object has an alpha channel, I can later change the image to one with no alpha chanell and have the binding intact. Still, since I have to invert the values of the alpha channel, I get bad results from this. The channel aparently always return 0.0 if it doesn't exist. This makes the surface 100% transparent. :( I would like to know if there is a way to test for the prescence of an alpha channel through VSL. I'm not talking about testing the values of the alpha channel - the question is if the image file _has_ an alpha channel or not. Regards, Fredrik Bergholtz On 29/04/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Why don't use an image without alpha, instead of no image? Matthias Now, some materials will have an image map set in the image map attribute some will not. The materials that has no image map must still function, i.e. the prescence of an image map must be tested by the code in the vsl material. For materials that do have an image map assigned to the image map attribute of the material the material must test if the image it is currently set to has an alpha channel or not. If it has an alpha channel, these values will be mapped to Surfacs:Transparency with a Texture VSL object. If the image that is currently assigned to the image map property does not have an alpha channel, transparency will not be modified by this material. The thing is that, when the user, or the object loader, assigns an image to the attribute, no changes to the VSL code should be done. Just the value of the attribute should have to be changed. The reason for this material is that I want to have a standard material that has all of the features of the game engine I'm making this stuff for. The key thing is to make sure that the materials used doesn't have any features that are not supported by the game engine. When IU have a VSL material that works, the plan is to encapsulate this material in a new material class defined by my plugin. This class would completely restrict modification of the VSL code. Think of how v3materials are used in RS today. I guess that they too are implemented as regular VSL objects, just that the VSL code is hidden from the users and instad a more simple user interface is presented. Does this help, or am I just making stuff even more complicated? ;) Regards, Fredrik Bergholtz On 29/04/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Something like this? Matthias - Original Message - Wrom: VZCMHVIBGDADRZFSQH To: user-list@light.realsoft3d.com Sent: Saturday, April 29, 2006 1:59 PM Subject: Re: Testing an image for an alpha channel Oh, I think that my description may not have been fully clear. (Bad pun, sorry :) ) I do all this, the thing is that I want to be able to use the same material even if the actual image map has no alpha channel. When I try this, loading an image map with no alpha channel, the bindings get messed up and the red channel will be sent to transparency. This is what I want to avoid. Think of it like a special kind of material, I want to set up a bunch of user editable attributes, one of which is an image map. If this image map contains an alpha channel, that would be sent to transparency, but if it doesn't have an alpha channel, transparency won't be affected by the material. What I want is to make sure that the last three VSL objects in the material shown in the attached image are only evaluated if the image has an alpha channel. Regards, Fredrik Bergholtz On 29/04/06, David Coombes [EMAIL PROTECTED] wrote: Yes, you can do that, but you're thinking about it wrong. What you want to do is output to the surface transparency the value held in an images Alpha channel. In your Surface Properties shader add a Texture object. Load your texture with Alpha channel. Set the output of the texture object (In/Out tab) to Surface:Transparency In the Bindings tab, click the Edit checkbox and set the bindings so the Transparency's RG and B channels (destination) are set from the source image's A channel At this point I'll mention I can't actually do this because RS's window is busted and has been as long as I've known the software. When I click Edit Binding the Source panel extends to below the bottom of the window and I see no destination panel. No amount of opening and closing windows and panels and Ctrl left right shift click and dragging will expose the rest of the interface for me. The way panels auto scale and such I've always found awkward as they invariably produce a window far
Re: Testing an image for an alpha channel
Oh, I think I know why the binding turns out wrong - I never even set up this binding in my plugin code. I just expect the binding to be correct due to the format of the output channel of the trexture object. My bad. I can probably force this binding to be right. But still, it would then give me 0.0 values regardless of the map coords and this means full transparency where I want a completely opaque surface. Regards, Fredrik Bergholtz On 29/04/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: On further investigation, this only seems to happen when the material is created - if the channel that I bind doesn't exist in the original image map, RS chooses the R channel for some reason. If the material that initially gets assignes to the Texture object has an alpha channel, I can later change the image to one with no alpha chanell and have the binding intact. Still, since I have to invert the values of the alpha channel, I get bad results from this. The channel aparently always return 0.0 if it doesn't exist. This makes the surface 100% transparent. :( I would like to know if there is a way to test for the prescence of an alpha channel through VSL. I'm not talking about testing the values of the alpha channel - the question is if the image file _has_ an alpha channel or not. Regards, Fredrik Bergholtz On 29/04/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Why don't use an image without alpha, instead of no image? Matthias Now, some materials will have an image map set in the image map attribute some will not. The materials that has no image map must still function, i.e. the prescence of an image map must be tested by the code in the vsl material. For materials that do have an image map assigned to the image map attribute of the material the material must test if the image it is currently set to has an alpha channel or not. If it has an alpha channel, these values will be mapped to Surfacs:Transparency with a Texture VSL object. If the image that is currently assigned to the image map property does not have an alpha channel, transparency will not be modified by this material. The thing is that, when the user, or the object loader, assigns an image to the attribute, no changes to the VSL code should be done. Just the value of the attribute should have to be changed. The reason for this material is that I want to have a standard material that has all of the features of the game engine I'm making this stuff for. The key thing is to make sure that the materials used doesn't have any features that are not supported by the game engine. When IU have a VSL material that works, the plan is to encapsulate this material in a new material class defined by my plugin. This class would completely restrict modification of the VSL code. Think of how v3materials are used in RS today. I guess that they too are implemented as regular VSL objects, just that the VSL code is hidden from the users and instad a more simple user interface is presented. Does this help, or am I just making stuff even more complicated? ;) Regards, Fredrik Bergholtz On 29/04/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Something like this? Matthias - Original Message - Wrom: VZCMHVIBGDADRZFSQH To: user-list@light.realsoft3d.com Sent: Saturday, April 29, 2006 1:59 PM Subject: Re: Testing an image for an alpha channel Oh, I think that my description may not have been fully clear. (Bad pun, sorry :) ) I do all this, the thing is that I want to be able to use the same material even if the actual image map has no alpha channel. When I try this, loading an image map with no alpha channel, the bindings get messed up and the red channel will be sent to transparency. This is what I want to avoid. Think of it like a special kind of material, I want to set up a bunch of user editable attributes, one of which is an image map. If this image map contains an alpha channel, that would be sent to transparency, but if it doesn't have an alpha channel, transparency won't be affected by the material. What I want is to make sure that the last three VSL objects in the material shown in the attached image are only evaluated if the image has an alpha channel. Regards, Fredrik Bergholtz On 29/04/06, David Coombes [EMAIL PROTECTED] wrote: Yes, you can do that, but you're thinking about it wrong. What you want to do is output to the surface transparency the value held in an images Alpha channel. In your Surface Properties shader add a Texture object. Load your texture with Alpha channel. Set the output of the texture object (In/Out tab) to Surface:Transparency In the Bindings tab, click the Edit checkbox and set the bindings so the Transparency's RG and B channels (destination
Re: Sweep mapping
Ok, thanks for the suggestions. Maybe it is scripting time - perhaps I can make a script that creates a large number of cylinder mappings following the sweeped mesh and maybe assign the sweep curve as a lattice for them? Changing the sweep curve would then not only affect the nurbs mesh, but also all of those cylinder mappings... How does this sound? Thanks, Fredrik Bergholtz On 16/04/06, Arjo Rozendaal [EMAIL PROTECTED] wrote: Hi Freber, What I want is to define the volumetric properties of the inside of a sweeped nurbs mesh. The example you show is all about the surface of the mesh, not the volume. This seems to be rather complicated when I see Vesa's suggestion to use separate cylinders. And how should I know a better solution than Vesa ;) I don't know much about volumetric shaders, I'm afraid I can't help you with this task. Arjo.
Re: NURBS Curve - add point
Thank you very much for this, I will try the workaround the next time this happens. Too bad that the problem, or a related problem, remains in v5.1. :| Thanks, Fredrik Bergholtz On 14/04/06, Beg-inner [EMAIL PROTECTED] wrote: Hi Fredrik, Vesa and Chris.. I tested here on the vanilla V5.1 SP2.. And I can repeat the actual behavior.. I dunno if you have done exactly this to get the problems but here it is.. When I change the 'Point Count' field in 'Spec' Tab to an enough low value that changed the curve´s shape... then the 'New Point' Tool started to mess up.. (Weirdest mess up, was that when trying to add a point, RS added so the curve got an extention of it to infinity.. =) beyond the screen and to infinity..=) and it only rendered if changed 'Parametrization' to 'Uniform', it then rendered the extra part of the curve, with a scanline type of odd shading) Its not only the 'New Point' Tool that is messed up, its also the 'Sharpen' and 'Break' Tool ! Workarounds I use: Either just click on the 'Param' Tool (in the 'Controlbar') Or 'Elevate by smoothing the Shape' Tool, and then after that the 'Reduce' Tool to get back the Polygonal shape ! After this, the 'New Point' and those other tools works (as far as I have seen it works everytime) until you reduce the 'Point Count' again.. Take Care Best Regards Stefan Gustafsson ( Beg-inner ) A Proud Owner and User of Real3D and Realsoft3D.. Unfortunately I have not been able to find a pattern for this behaviour. All I can say is that from time to time this happens. Usually closing the curve and breaking it open again fixes it. The problem I had today, however did not go away. I had to re-make the curve from scratch. (Not very difficult, but somewhat annoying) Regards, Fredrik Bergholtz On 13/04/06, Vesa Meskanen [EMAIL PROTECTED] wrote: Hi Fredrik I am working a lot with polygonal NURBS curves in my model, but sometimes the Add point method fails! Is the problem repeatable? If it is, please email me some instructions (and/or test models). Thanks! Kind regards, Vesa Meskanen Realsoft Graphics
NURBS Curve - add point
Hi, I am getting very annoyed by some freak behaviour of the RS3D NURBS curves. I am working a lot with polygonal NURBS curves in my model, but sometimes the Add point method fails! Usually it does add the point, just nowhere near the location where I click. And no, the view is in perfect alignment and not in perspective mode. More recently, the problem has escalated to a state where add point doesn't even add a point! Nothing happens when the tool is activated. I do see the green x indicating where the point should appear, but then nothing happens. The curve still has the same number of points. However, when I click undo, again nothing happens. This implies that some action was registered in the undo buffer. To make matters more confusing, I can add points on some segments of the curve and not on others. Is this a known problem in v4.5? Is there a workaround? Regards, Fredrik Bergholtz
Re: tutorial images and wiki
As far as I know, there is no easy way to batch-upload images, not even for Matthias himself. I fear that you have to do it the hard way. Sorry. Regards, Fredrik Bergholtz On 03/04/06, Arjo Rozendaal [EMAIL PROTECTED] wrote: Hi, I finished the tutorial about the couch. I would like to put it at the wiki. This tutorial contains several images. Do I really need to upload every image one by one? Or is there any other way. Arjo.
Re: to freber - New StairwaysGenerator Project, part two
There is no particular skill required to use the RS macro system - it is very straight-forward. Please try it. If you still want to make a script for this, that is your choice, of course.Regards,Fredrik Bergholtz On 28/03/06, Frank Brübach [EMAIL PROTECTED] wrote: Hi dear freber :-) O.K. you have the great skill to construct macros with realsoft, but I want to make an easy script and modelling example for learning and making more advertising for realsoft with this project. I want to make the work in progress open and try to explain it in easy words, that's the idea behind it. - Easy modelling tools or tutorials are needed for Realsoft, that's my interest for it :-), thanks and good luck for your ideas and projects, see you, Frank Brübach Von: user-list@light.realsoft3d.com Gesendet: 27.03.06 14:08:01An: user-list@light.realsoft3d.comBetreff: Re: New StairwaysGenerator Project, part twoWell, to make such a structure I usually just use tha macro function. I make a step, select it and then turn on macro recording, copy and paste the step, rotate it and move it down a bit. Then stop macro recording and hit execute macro until I have all the steps I need. I don't really need a script for this. Regards,Fredrik BergholtzOn 27/03/06, Frank Brübach [EMAIL PROTECTED] wrote:Hi all, here the second picure of the StairsGenerator (Wendeltreppe in german) project :-) / Bye, Servus, best regards Frank Brübach, Germany Erweitern Sie FreeMail zu einem noch leistungsstärkeren E-Mail-Postfach! Mehr Infos unter http://freemail.web.de/home/landingpad/?mc=021131 Verschicken Sie romantische, coole und witzige Bilder per SMS!Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193
Re: New StairwaysGenerator Project, part two
Well, to make such a structure I usually just use tha macro function. I make a step, select it and then turn on macro recording, copy and paste the step, rotate it and move it down a bit. Then stop macro recording and hit execute macro until I have all the steps I need. I don't really need a script for this. Regards,Fredrik BergholtzOn 27/03/06, Frank Brübach [EMAIL PROTECTED] wrote: Hi all, here the second picure of the StairsGenerator (Wendeltreppe in german) project :-) / Bye, Servus, best regards Frank Brübach, Germany Erweitern Sie FreeMail zu einem noch leistungsstärkeren E-Mail-Postfach! Mehr Infos unter http://freemail.web.de/home/landingpad/?mc=021131
Re: Rendering Tips - Anybody ????? { the WIKI Maybe ]
I really like the idea of having some articles created/edited by Juha or Vesa on the wiki - it would give the place an official touch. :) About requesting pages, one approach is to actually start the page yourself - if you don't feel like you have enough time/knowledge to actually input the information, you at least have some idea about how you want the page to look. Give the article a good, descriptive but short name and just add the section headings that you feel should be present on the page. Then hopefully people will start to fill in the golden nuggets after a while. I'm not sure that this approach works, but I think that it is the best way to do it. And in an ideal world people would rush to fill the page. :) Regards, Fredrik Bergholtz On 23/03/06, Aidan O Driscoll [EMAIL PROTECTED] wrote: Hi Y'all, Just wondering - anyone out there willing to do up a tip sheet at the WIKI: http://rs3dwiki.the-final.info/index.php?title=Main_Page This tip sheet is for all things on how to speed up rendering - the do's and dont's - what should be enabled, what could be disabled or lowered. Shortcuts. Stuff not needed. Both for animations and still renders. You get what I am saying. I think such a thing would be very helpful to alot of people. This was touched on in the GI [ Global Illumination ] section under Lighting. I think this was Timo. I am not educated enough in the arcane arts of rendering in RS to do so myself. Well Vesa, Juha - how about you guys. An article at the Wiki - RS Rendering in the real world. Cheers Aidan
Re: How 'big' is your viewport window
I also typically use a metre scale, and I don't understand your question about the size of the view window. This is very different depending on what part of the city model I am currently working on. If I'm modelling the rough edges of a lake, my view window may cover hundreds of metres but when I'm making sure that the points of a small section of a sidewalk are precicely accurate, my view window may be zoomed in to such a degree that fractions of millimeters can be clearly seen. Regards, Fredrik Bergholtz On 08/02/06, studio [EMAIL PROTECTED] wrote: I don't use grids at all so I can't help. Neil Cooke I don't use grids either , but what I'm asking (again to the power of 3) is to go into View/Properties and then in the Input Tab , select a grid that allows you to determine the size of your actual working environ- ment . Hey ! I think we may be able to hit a new worlds re- cord with this question . Next reply ... I can see it coming ... what's a view- port ? . Then ... in Lightwave I don't use views , but only output whatever the camera spits out , then composite it with Photoshop and trade it on the Blackmarket for mucho water buffalo . This could be the mother of all threads ... studio www.niagara.com/~studio www.studiodynamics.net However , what I'm actually very curious about is , How 'big' is your actual Viewport window , and as of yet that has not actually been answered . There is only one way to answer this question ; Go into View Properties and assign a Grid of whatever size you think might correspond to an actual typical scene that one might be working with , then count the numer of grids shown to determine the actual size of your viewport . As I've mentioned , I work with a size of 1 meter by 3/4 of a meter (using the above method to determine that), but others appear to be saying that we should be using a window several magnitudes larger . Unless we are breaking down in terminology (again) . Thanks . studio www.niagara.com/~studio www.studiodynamics.net
Re: Greeble me this Batman !
An SDS object has no width, height or depth simply because an SDS object can have just about any shape. The fact that you start with a cube, and yes the name cube isn't even accurate, is just that - this is the initial shape of the object, before any maniplulation. To make an SDS cube an exact size, you could either manually edit the points numerically, one by one, in the properties window or you could first create an analytical cube of the desired dimensions and either convert that using ToSDS or just snap select the points when creating your SDS. Regards, Fredrik Bergholtz On 05/02/06, studio [EMAIL PROTECTED] wrote: Just some mussing : Finally got around to trying Zaug's awesome greeble Java Plugin . However , Zaug recommends a 10 x 10 meters long and wide (why is the RS SDS Cube a rectangle?) rectangle , but I get way too much camera perspective distortion when working with sizes this big . (I scale it down so no problem) Which brings me to another point ... the actual size of our objects is not in the Object Property Window , anywhere , is it (I couldn't find it) . I use a View Grid to approximate how big my created Cube? actually is . Guess I could use the Numeric Window to approximate as well . So anyway , I'm curious what kinds of scales others think is best when working with RS ? I like using the perspective mode for composing shots , but scales like 10 Meter X 10 Meter cubes look bizarrely distorted . I use 10% of that scale size . I'm probably doing something wrong . Any thoughts or tips are appreciated . TIA studio www.niagara.com/~studio www.studiodynamics.net
Re: New Tutorial online ! (light sensitivity shader)
Yes, you can easily upload images to a wiki, you can even use HTML formatting in your articles. However, some owners of wikis I know dislikes the use of HTML in articles in favour of the wikitext markup. I am not really sure why this is, perhaps it has to do with user selectable stylesheets or something. Regards, Fredrik Bergholtz On 03/02/06, studio [EMAIL PROTECTED] wrote: http://www.studiodynamics.net/saved/lightsens1.html Great tute and just in time for the Wiki that Matthias has popped up. How about adding it there under the appropriate heading OR a new Heading. All editable: http://rswiki.matthias-kappenberg.de/index.php/Main_Page Dam off to gig, no time to doodle with this :(( Aidan Hi Aidan : Yes , for sure , but can I upload a whole tute' , .jpegs and all , or would I have to build it from scratch ? Copy/ pasting text would be no problem anyway . Or I could place a link there with a short explanation of what the tute is all about ... Not sure which option is best ? studio www.niagara.com/~studio www.studiodynamics.net
Re: New Tutorial online ! (light sensitivity shader)
I totally agree with this. I find Wiki markup disturbing. Nevertheless, I like the concept of a Wiki. :) Regards, Fredrik Bergholtz On 04/02/06, David Coombes [EMAIL PROTECTED] wrote: This Wiki idea is great, but why oh why do they have to reinvent a new markup when HTML is old and known and does the same job already?? Why use ' ' instead of i? If it ain't broke, don't fix it! I'm sure most people here have a lot more experience with HTML than Wiki markup. If the HTML could be used, you could also direct copy over HTML tutes. Eg. a bit of the RenderDaemon could be copied over without having to go through and change all the tags.
Re: Improved Nurbscurves Helper Pro 1.2 with a time clock, new functions and now it's finished! :-)
Lol, no problems. I just appear to have some insight into Zaugs greeble project because we discussed it in great depth in the IRC channel. Usually, I demanded more functionality the second he implemented a new feature. ;) Regards,Fredrik BergholtzOn 03/02/06, Frank Brübach [EMAIL PROTECTED] wrote: Sorry so much, dear Fredrik :-) I thought this script was built with two man power or more... :-0), I am a little bit confused, I write to Zaug and you answer me? ;-) Therefore I have the same misunderstandings some days ago, sorry again. Good ideas for you too and it's ok, I will have it in mind that you are not including the zaug greeble team :-) best wishes to you andhave a good week end, ciao Frankolino user-list@light.realsoft3d.com schrieb am 02.02.06 20:38:06: Greeble team? I wasn't aware of Zaug being a team.. ;)Regards,Fredrik BergholtzOn 02/02/06, Frank Brübach [EMAIL PROTECTED] wrote: Hi dear Zaug and the greeble team, first of all a big compliment to you too for thepowerful Greeble Plugin! :-) / If I am ready with my nurbscurve tool I will make some exercises with it. I have some time problems at the moment and have to spend a lot of time with privates things too, they are more important ;-) / A question: How long have you worked for the Greeble Plugin, and do you think you can buy this big tool later for 10 or 20 euro or do you prefer a donation ??? / Yes, the timeclock is running well under Intel and AMD, Linux cannot understand that, I am thinking ;-) best regards, Frankolino user-list@light.realsoft3d.com schrieb am 02.02.06 09:45:56: Frank,Nice work. Looks like you caught the bug with the second thickness notworking :)I will have to study this as the time clock does not come up, but, I think, it is related to me running Linux. Cheers,Zaug-- My love of the halfling's leaf has clearly slowed my mind.8?oP.S. Finished is such an ugly description to impose on a piece of code ;P Frank Brübach wrote:Dear Realsoft friends, I have finished yesterday the current version of the little Frankolinos Nurbscurve Helper Pro 1.2. Now its nearly possible to create easily structures of Hair, Fur, green meadows and other Nurbscurves Areas perhaps with the powerful interpolator tool :-) Try it, its for free! - Insert the content of the zip file into the scripting folder of Realsoft Directory, then open the scripts menu of the running Realsoft application, click on Frankolinos Nurbshelper Pro12 and the popup window will appears, you can work with it! :-) best regards, have fun with it and I would like to collect critics about the little nurbstool! Ciao und Servus, Frankolino, Germany, Witzenhausen Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193
Re: Documentation - thanks loads George for Tiddlywiki
Absolutely superb! Count me in for a scripting/SDK section. :) Regards, Fredrik Bergholtz On 03/02/06, Matthias Kappenberg [EMAIL PROTECTED] wrote: Hi all, mediawiki if we need it. Looks great and is used by Blender, too. http://rswiki.matthias-kappenberg.de/ Use it if you like. Matthias - Original Message - From: Timo Mikkolainen [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Friday, February 03, 2006 5:31 PM Subject: Re: Documentation - thanks loads George for Tiddlywiki That's a tad bit problematic, as I don't have proper hosting for a real wiki and tiddly isn't really usable as a multi-user public wiki. That basically means that I'd be the only one who can edit the wiki; I might as well make a static tutorial. On 2/3/06, Aidan O Driscoll [EMAIL PROTECTED] wrote: Hi George, In my last mail I said: believe it or not I am considering something like this. I have domain space at www.tidalsound.com and may add SQL support to this - at a small cost - so we'll see. I just had a good look at your WIKI and noticed it is built on http://www.tiddlywiki.com/ Excellent stuff. As the intro states: It's written in HTML, CSS and JavaScript to run on any modern browser without needing any ServerSide logic. This means all one needs is Webspace, be that Free or paid for. No need for SQL Server / Database facilities. Inadvertently or otherwise - you have just given us all the ability to set up a WIKI for tutorials OR other content. This is brilliant. A Way to go could be specialist Wiki's on specific sections of RS. For example - Character animation Wiki, Scripting Wiki, Texturing Wiki and so on. All tied together by a top level tiddlywiki wiki :) Maybe TIMO could take care of a whole GI Wiki hosted by HIMSELF? Just a thought. But again thanks for this. A good tute on how to use the Tiddlywiki is at: http://www.blogjones.com/TiddlyWikiTutorial.html All one needs to start is go to the TiddlyWiki Download Software section and right click the link presented to save the blank tiddlywiki page to your harddrive. Cheers Aidan At 10:05 03/02/2006, you wrote: Hello folks Lots of complaints about documentation this week :-) In the last few days I've been collating my notes into a wiki I access from Linux and Windows partitions. There is not much information in it yet, but if you're interested you can have a look. Be warned that it is all in one file which is nearly 200k, so you might want to wait until it contains valuable information. This is not how-to documentation for beginning users, rather tips and tricks gleaned from this list, the forum and trial and error, study, etc. It could be one component of the Realsoft Documentation project. Whenever I've taken the information from one of you I mark it with initials, so if you object to seeing inadequately attributed information on the internet I'll just keep it at home. The current file is http://users.skynet.be/gj/realsoft/wiki/index.html It's theoretically a wiki, meaning anyone can add to it (or vandalise it), but at the moment you can't save any changes made on the internet. If there is any interest I'll work out how it can be made publicly editable. In the meantime I'll keep it at home. It's based on tiddlywiki.com, and if you want to try it, please do. Just keep clicking on things until you work out how it works. Hooroo and adios George -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.15.0/249 - Release Date: 02.02.2006
Re: Improved Nurbscurves Helper Pro 1.2 with a time clock, new functions and now it's finished! :-)
Greeble team? I wasn't aware of Zaug being a team.. ;)Regards,Fredrik BergholtzOn 02/02/06, Frank Brübach [EMAIL PROTECTED] wrote:Hi dear Zaug and the greeble team, first of all a big compliment to you too for thepowerful Greeble Plugin! :-) / If I am ready with my nurbscurve tool I will make some exercises with it. I have some time problems at the moment and have to spend a lot of time with privates things too, they are more important ;-) / A question: How long have you worked for the Greeble Plugin, and do you think you can buy this big tool later for 10 or 20 euro or do you prefer a donation ??? / Yes, the timeclock is running well under Intel and AMD, Linux cannot understand that, I am thinking ;-) best regards, Frankolino user-list@light.realsoft3d.com schrieb am 02.02.06 09:45:56: Frank,Nice work. Looks like you caught the bug with the second thickness notworking :)I will have to study this as the time clock does not come up, but, I think, it is related to me running Linux.Cheers,Zaug-- My love of the halfling's leaf has clearly slowed my mind.8?oP.S. Finished is such an ugly description to impose on a piece of code ;P Frank Brübach wrote:Dear Realsoft friends, I have finished yesterday the current version of the little Frankolinos Nurbscurve Helper Pro 1.2. Now its nearly possible to create easily structures of Hair, Fur, green meadows and other Nurbscurves Areas perhaps with the powerful interpolator tool :-) Try it, its for free! - Insert the content of the zip file into the scripting folder of Realsoft Directory, then open the scripts menu of the running Realsoft application, click on Frankolinos Nurbshelper Pro12 and the popup window will appears, you can work with it! :-) best regards, have fun with it and I would like to collect critics about the little nurbstool! Ciao und Servus, Frankolino, Germany, Witzenhausen Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193
Re: Back_face
I assume that you are referring to real time rendering in a view window in OGL mode? If so, you can change settings in the view properties window, select the tab Draw and look under Canvas options. When the view is in OpenGL mode, you can select/deselect Two sided to control back face culling and Transparency to control wether vertices, edges and faces are visible through other surfaces/objects. Regards, Fredrik Bergholtz On 11/01/06, Edmond Sinani [EMAIL PROTECTED] wrote: Dear List; How can I hide back faces and vertex? I guess this option should add to Misc tools (once upon time there was an option in Real 3D which we were drawing a box and only The objects and vertex inside that box was visible) Kind regards Edmond Yahoo! Photos Got holiday prints? See all the ways to get quality prints in your hands ASAP.
Re: CHARACTER ANIMATION STUFF and RS ....
studio, you shouldn't expect that everybody that does anything with RS has the time or energy to write a new manual for RS3D. Having said that, I wouldn't mind having a wiki for RS stuff, or at least a section about coding on the Image Contest forum. At least on a trial basis, if it turns out that there is no activity in it we could probably remove it again. Fredrik Bergholtz SDK-padawan On 30/12/05, studio [EMAIL PROTECTED] wrote: 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: Tutorials needed was Re: CHARACTER ANIMATION STUFF and RS ....
I may be missing your point, but as far as I can see none of those plugins come with source code or descriptions about how they were made. Don't get me wrong, I don't blame anyone for not wanting to share their source code and I don't want to take anything away from those great people who contribute to our community, it is just that I feel that this was not a good example for your argument. About tutorials for plugin-making, I feel that there are too few of us who understand or are beginning to understand how the SDK works. For me it is way too early to start writing tutorials. What I really need, and now I'm repeating myself, is a place to discuss the problems. I feel awkward having to ask the Realsoft staff every time I run into trouble. By the way, I really like the layout of that page, neat idea, Robert. (When I saw it last I think that it was early testing stage with little to no content) Regards, Fredrik Bergholtz On 30/12/05, studio [EMAIL PROTECTED] wrote: studio, you shouldn't expect that everybody that does anything with RS has the time or energy to write a new manual for RS3D. Having said that, I wouldn't mind having a wiki for RS stuff, or at least a section about coding on the Image Contest forum. At least on a trial basis, if it turns out that there is no activity in it we could probably remove it again. Fredrik Bergholtz It would be absurd for anyone to think that everybody that does anything with RS has the time or energy to write a tutorial . Repeating myself is normal , so here it goes again : What I was trying to say was how important it would be to the whole RS community if we all took a slightly different approach to creating . That is , create our works , but then also consider sharing the method in a manner other than e-mail . We already have people on the list who share the actual project, and that can really be a big help . All we have to do to learn is dissect the various areas of the project to see exactly how this 'trick' or method or workaround has been done . One step further would be to write another one of the many one- page mini-tute's that several people have indeed taken the time to do . Frank , Stef , Mark , Aidan , Matthias to name a few . Not everyone can , but some can and choose not to be bothered . Some just mail off guesses without even being bothered to start up RS and try their guess first . Others take the time to create really awesome web sites full of tutorials and links and projects and mat- erials etc like this one http://members.ams.chello.nl/rbroeder . If you go to the 'Plugins' section of Roberts site (above) you will see many , many examples of people giving endless hours of their time to the community , for free , in most cases . Just awe- some . Seems awefully slow around here lately . Not sure what everyone is doing these days with RS . Seems to be not very much . My rant is a weak attempt at perhaps inspiring some to pick up RS again if for no other reason than to share what they know , even if they don't feel all that much like creating 3D renderings or animations . studio www.niagara.com/~studio www.studiodynamics.net