[comp.sys.amiga] Journeyman V1.1

baer@qiclab.uucp (Ken Baer) (12/16/90)

In article <1990Dec14.180817.5224@wam.umd.edu> walrus@wam.umd.edu (Udo K Schuermann) writes:
>>Definately check out JourneyMan, it is the only 3D
>>package to use spline surface objects for fantastic organic animation
>>control.
>
>Could you elaborate on this?  I won't have a chance to check out
>JourneyMan until perhaps early next year.  What are "spline surface
>objects" and what is "organic animation control"?

We call this 'Patch based modeling.'  This means 3D objects are created
with curved surfaces, and not polygons, though a patch can be flat and
have sharp edges, so mechanical objects can also be modeled.  The Journeyman
interfaces use a special kind of spline curve that has control points
on the curve (unlike B-splines), with tension and bias control.  What
does this mean, it means that complex objects (with organic curves) like
faces and muscle-bound chests etc. are much easier to make.  And since
they are made out of true curves, closeup shots don't reveal unsightly
polygon edges. :-)  It also means that objects take up much less disk
space, and memory.

For motion control, there are two level, relative and absolute motion.
Relative motion is for character motions like walks, jumps and is handled
by the Action module.  It does 3 kinds of motion, skeletal actions, 
muscle morphs, and spine morphs (which can be combined).  And, in 
Version 1.1 (which is now shipping), are controlled by channels (time graphs)
and not keyframes.  In plain English, this means that you can bend, twist,
and morph with very smooth and natural motion control.  For absolute
motion, the Direction module is used to set up the final animation.
It uses spline based paths, also with channel control (instead of keyframes).
In short, Journeyman goes beyond what you can do with simple keyframed
animation.

> ._.  Udo Schuermann        "How is American beer similar to making love in
> ( )  walrus@wam.umd.edu    a canoe?" -- "Both are f***ing close to water."


-- 
    //    -Ken Baer.  Programmer/Animator, Hash Enterprises / Earthling
  \X/     Usenet: baer@qiclab.UUCP  or  PLink: KEN BAER
         "What?!? Sore again?" -- Bugs Bunny to Yosemity Sam

greer@fmeed1.UUCP (Mike Greer) (12/19/90)

You state that Journeyman is the only spline based Amiga 3D package. This is
not true. The new release of Caligari also uses splines. Granted, there is a
quantum leap in price from Journeyman ($500 ?) to Caligari (>$2500), but we mustbe accurate. Since you are obviously familar with Journeyman, tell me about 
it's interface, it's ease of object creation, it's ablity to import objects
created else where, it's rendering scheme(s) (ray tracing, phong shading, etc.)
I basically know nothing about Journeyman. It sounds very interesting. Is the 
format in which the objects and scenes are saved documented by Hash? In other 
words, if I have polygonal objects and want to convert them to spline based
objects, a) will Journeyman do this? b)does Hash provide a utility program 
that does this? c) does Hash provide the format the data must be stored in if I
wanted to write my own converter? Lastly, what exactly is the price? And it is
my understanding that Journeyman can only be ordered directly from Hash. Is
this correct? 

Mike G.
 

bobl@pro-graphics.cts.com (Bob Lindabury, SysAdmin) (12/20/90)

In-Reply-To: message from baer@qiclab.uucp

Ken,

What about a demo version of Journeyman?  Most of us are VERY interested in
your product but we don't want to plunk down $500 of hard earned cash on a
product we've never seen and can't get a demo on.  In fact, we haven't even
seen a single animation or rendered image from your product.  I'm sure there
must be SOMETHING around now that you guys are at version 1.1.  

We will seriously consider Journeyman and even recommend it if we can get some
paper literature, demo of the software and sample images/animations.  BTW, do
you have a dealer program?

-- Bob
______ Pro-Graphics BBS  "It's better than a sharp stick in the eye!" ________

    UUCP: crash!pro-graphics!bobl         |         Pro-Graphics: 908/469-0049
ARPA/DDN: pro-graphics!bobl@nosc.mil      |       America Online: Graphics3d
Internet: bobl@pro-graphics.cts.com       |           CompuServe: RIP
_________                                                          ___________
          Raven Enterprises  25 Raven Avenue  Piscataway, NJ 08854 

seanc@pro-party.cts.com (Sean Cunningham) (12/20/90)

In-Reply-To: message from baer@qiclab.uucp

 
Interested parties should be watching for my review of ANIMATION:Journeyman
v1.1 shortly.  I hope to have it done by Monday evening.
 
I've had my copy since last Friday (now Wed.), and all I'll say right now is
that it's nothing short of fantastic.
 
Sorry to leave you hanging like this, but I want to do the package justice (as
best I can :)
 
Sean
 
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
  UUCP: ...!crash!pnet01!pro-party!seanc       RealWorld: Sean Cunningham
  ARPA: !crash!pnet01!pro-party!seanc@nosc.mil     Voice: (512) 992-2810
  INET: seanc@pro-party.cts.com        ____________________________________   
                                    // | * All opinions  expressed herein |   
  HELP KEEP THE COMPETITION UNDER \X/  |   Copyright 1990 VISION GRAPHICS |   
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

mark@calvin..westford.ccur.com (Mark Thompson) (12/21/90)

In article <6420@crash.cts.com> bobl@pro-graphics.cts.com (Bob Lindabury, SysAdmin) writes:
>In-Reply-To: message from baer@qiclab.uucp
>Ken,
>What about a demo version of Journeyman?  Most of us are VERY interested in
>your product but we don't want to plunk down $500 of hard earned cash on a
>product we've never seen and can't get a demo on.

I couldn't agree more!

Well I just got off the phone with someone at Hash Enterprises so
here is the latest I know about Journeyman. It has already been
discussed that Jman uses spline patches rather than polygons. But
the latest version directly renders these patches rather than
internally converting to polygons. This allows for scene complexity
not achieveable with any other 3D package as well as eliminating
the rough silohette produced by polygonally interpolated surfaces.
Scenes that would require 300,000 polygons are easily handled by
Jman without the normally associated memory burden. Also, as Ken
Baer mentioned, the animation capabilities have been greatly expanded.

In the rendering realm, both scanline and ray-tracing are possible.
Surface textures that are available include wave, fractal noise,
algorithmic (bricks, check, etc), bump, and image mapping. You can also
add specular reflection, shadows, and transparency. These are all
available regardless of rendering mode. When ray-tracing, you add
true reflections, crisper shadow generation, hairy surfaces,
transparency mapping, and other features. I don't know why you
can't do transparency mapping in scanline mode, but the hairy surfaces
sounds great.

A demo disk is supposedly in the making but not yet available and there
is still no printed literature. I was told that if you have access to
P-LINK they have many demo images and animations as well as a product
description. Would someone like to grab these and either post them or
upload them to an ftp site? The program costs $500 and it is still
only available through Hash Enterprises (rather annoying).

Hash can be reached at (206) 573-9427
+--------------------------------------------------------------------------+
|  Mark Thompson                                                           |
|  mark@westford.ccur.com                                                  |
|  ...!{decvax,uunet}!masscomp!mark   Designing high performance graphics  |
|  (508)392-2480                      engines today for a better tomorrow. |
+------------------------------------------------------------------------- +

baer@qiclab.uucp (Ken Baer) (12/22/90)

In article <6420@crash.cts.com> bobl@pro-graphics.cts.com (Bob Lindabury, SysAdmin) writes:
>In-Reply-To: message from baer@qiclab.uucp
>
>Ken,
>
>What about a demo version of Journeyman?  Most of us are VERY interested in
>your product but we don't want to plunk down $500 of hard earned cash on a
>product we've never seen and can't get a demo on.

Yes, we're still planning a demo version, probably of the Direction module
with built in objects.  We just finished V1.1 last week, which was 
consuming 100% of our time.  I agree, a demo version is important, but
making the program rock solid is more important (and it is now).  There are
however some Journeyman users on the net who could tell you about it,
Sean Cunningham is one of them.

>  In fact, we haven't even
>seen a single animation or rendered image from your product.  I'm sure there
>must be SOMETHING around now that you guys are at version 1.1.  

Most of the stuff we've done is related to the film we're doing, and won't
be released until the project is done.  The rendering has improved 
dramaticly with V1.1, and since it's only been out for a week, there
aren't many ANIMs from it in circulation.  However, there should be soon.
And we should start seeing some JMan animation from CalArts soon, since
they are planning to teach a course with it.

>We will seriously consider Journeyman and even recommend it if we can get some
>paper literature, demo of the software and sample images/animations.  BTW, do
>you have a dealer program?

We only sell direct.  The only dealers we would consider for Journeyman
are dedicated video solutions dealers.  We personalize the software for
every customer, if we went through dealers we would have to use key disk
copy protection (and we really don't want to do that).  It works best
when we can deal direct with customers.

>-- Bob
>    UUCP: crash!pro-graphics!bobl         |         Pro-Graphics: 908/469-0049


-- 
    //    -Ken Baer.  Programmer/Animator, Hash Enterprises / Earthling
  \X/     Usenet: baer@qiclab.UUCP  or  PLink: KEN BAER
         "What?!? Sore again?" -- Bugs Bunny to Yosemity Sam

jet@karazm.math.uh.edu (J. Eric Townsend) (12/22/90)

In article <1990Dec21.183353.13714@qiclab.uucp> baer@qiclab.uucp (Ken Baer) writes:
>And we should start seeing some JMan animation from CalArts soon, since
>they are planning to teach a course with it.

Great.  CalArts is about *the* school for animation...

>We personalize the software for
>every customer,

What does this mean in reality?  (Here's a chance for free publicity
on the net. :-)  I have a Polaroid Palette and a Mimetics FrameBuffer/Grabber
for video/hardcopy output.  Would I get a copy of Journeyman that would
write directly to my framebuffer?  I'm kinda pissed since newer products
are magically bound to the framebuffer their owning company makes.
Impulse only generates IFF and Firecracker images, for example.  Mimetics
claims that Sculpt supports their product, but SA4D Jr. certainly doesn't,
and I can't get S3D (ver 1.0d?) to do anything with it either.  (If
I'm doing something wrong, somebody please tell me.)  I'd be almost
willing to cough up $500 based on a quickie demo at SIGGRAPH and a
promise of Mimetics support.

One more question -- how free are you with the description of the
object format?  I'm trying to decide what format to finalize my raytracer
on (I use NFF currently, quick and dirty :-).  S3D formats don't seem
to support parametrics or beziers, what about Journeyman?

Again, this message is based soley on my experiences.  If anybody thinks
I'm saying something wrong, feel free to correct me.

--
J. Eric Townsend     Internet: jet@uh.edu    Bitnet: jet@UHOU
Systems Mangler - UH Dept. of Mathematics - (713) 749-2120
"If you are the system administrator and this is the first time you are
logging into your system, use the login name root." -- IBM RS/6000 docs

baer@qiclab.uucp (Ken Baer) (12/23/90)

In article <1990Dec22.035100.12065@lavaca.uh.edu> jet@karazm.math.uh.edu (J. Eric Townsend) writes:
>In article <1990Dec21.183353.13714@qiclab.uucp> baer@qiclab.uucp (Ken Baer) writes:
>>And we should start seeing some JMan animation from CalArts soon, since
>>they are planning to teach a course with it.
>
>Great.  CalArts is about *the* school for animation...

You know it!  This has even greater significance, since most of the 
animation studios in Hollywood (and elsewhere) are grabbing animators
from CalArts these days.  They aren't just going to Disney now.  Having
the feedback from a productive group of talented animators like this
means great things for the future incarnations of Journeyman.

>
>>We personalize the software for
>>every customer,
>
>What does this mean in reality?

When one of our programs has been personalized, it means that a window
with the user's name and address comes up before the program starts.  The
program is then copyable to any device etc.  It frees all of us from the
confines of key disk copy protection.  It's one of the reasons we sell
Journeyman directly.

>  (Here's a chance for free publicity
>on the net. :-)  I have a Polaroid Palette and a Mimetics FrameBuffer/Grabber
>for video/hardcopy output.  Would I get a copy of Journeyman that would
>write directly to my framebuffer?]

We save in IFF24 now, which currently seems to be the best way to support
everything that's out there (TAD from ASDG should be able to convert to
the older buffers that don't do IFF24).  

>  I'm kinda pissed since newer products
>are magically bound to the framebuffer their owning company makes.

It's hard to know what to support. The 24bit hardware market on the Amiga
is so chaotic and there just isn't time to support everything.  At this
point we would prefer to support the Toaster, since it's what we have,
and it has the best NTSC output of all the buffers.  But, so far, NewTek
hasn't provided anything to developers to deal with the hardware directly.
Their approach seems to be to wait till they provide developers with functions
that access all of the Toaster's features, rather than provide some lower
level support (like writing to the buffer) now, and the fancy stuff later.

>Impulse only generates IFF and Firecracker images, for example.
Currently, Imagine doesn't support the Firecracker (suprisingly).  I'm
sure they'll add it though.
> I'd be almost
>willing to cough up $500 based on a quickie demo at SIGGRAPH and a
>promise of Mimetics support.

The first version of Journeyman did support the RGB file format that
Sculpt4D uses.  But IFF24 seems to be generally accepted as the standard
now, and it compresses much smaller, and we got 5 calls a day asking for it.
My suggestion would be to check out TAD from ASDG.  Then you'd get the 
best of both.

>
>One more question -- how free are you with the description of the
>object format?  I'm trying to decide what format to finalize my raytracer
>on (I use NFF currently, quick and dirty :-).  S3D formats don't seem
>to support parametrics or beziers, what about Journeyman?

The Journeyman object format wouldn't be much good for you unless your
ray tracer is patch based (as opposed to polygon based).  We convert our
object to bezier patches at rendertime.  Before that, they are made up of
3D splines, which are our own mutation of the Catmul-Rom splines.  Our
spline is worth some major money, so I don't think we're going to give
our format away for now.  It's such a different animal than polygonal objects
that it's not really compatable with them.

>J. Eric Townsend     Internet: jet@uh.edu    Bitnet: jet@UHOU
>Systems Mangler - UH Dept. of Mathematics - (713) 749-2120


-- 
    //    -Ken Baer.  Programmer/Animator, Hash Enterprises / Earthling
  \X/     Usenet: baer@qiclab.UUCP  or  PLink: KEN BAER
         "What?!? Sore again?" -- Bugs Bunny to Yosemity Sam

baer@qiclab.uucp (Ken Baer) (12/23/90)

In article <9069@fmeed1.UUCP> greer@fmeed1.UUCP (Mike Greer) writes:
>
>You state that Journeyman is the only spline based Amiga 3D package. This is
>not true. The new release of Caligari also uses splines.

Caligari is NOT patch based modeling.  The subructure is polygons. I am not
familiar with any spline features in Caligari, but I would assume it's one
of two things.  Either they have some spline path creation (all they had
were text scripts for animation the last time I looked), or they have some
spline curve options in their modeler, which are then converted to polygons
when they save (many CAD programs do this).

> Granted, there is a
>quantum leap in price from Journeyman ($500 ?) to Caligari (>$2500), but we mustbe accurate. Since you are obviously familar with Journeyman, tell me about 
>it's interface, it's ease of object creation, it's ablity to import objects
>created else where, it's rendering scheme(s) (ray tracing, phong shading, etc.)

Journeyman uses an interface designed for an artist to create 3D organic and
mechanical objects and characters for animation.  Building objects out of
3D splines hardly compares to building them out of polygons, it's a different
world.  And since it renders real patches, a curve stays a curve no matter
how close you get the camera to it.  

I started writing the code to import Sculpt4D objects into Journeyman, but
there's a fundamental problem doing that.  Complex objects are best served
using true patches, not polygons (unless that object has NO curves).  You
would end up with an object where 8 out of 10 control points were 
unnecessary, which would slow down all of the interfaces, and especially
the rendering.  As hard as it is for people who spent 3 weeks making one
object out of polygons hate to hear this, it's easier to start over, and
whip out a new patch based object in a couple of hours.

>I basically know nothing about Journeyman. It sounds very interesting. Is the 
>format in which the objects and scenes are saved documented by Hash? In other 
>words, if I have polygonal objects and want to convert them to spline based
>objects, a) will Journeyman do this? b)does Hash provide a utility program 
>that does this? c) does Hash provide the format the data must be stored in if I
>wanted to write my own converter?

You could call and ask Martin about it, but as I stated above, it's not
as useful as it seems.  Polygons and patches are 2 different beasts.

> Lastly, what exactly is the price? And it is
>my understanding that Journeyman can only be ordered directly from Hash. Is
>this correct? 

Animation:Journeyman is $500, and is only available direct from us.  But,
you get a copy with your name and address imbedded in the program, instead
of key disk copy protection.  

Journeyman also requires either an A2500 or an A3000 with 3Meg minimum.
It comes with a full featured patch based modeler, medium featured paint
program, relative motion editor (Action) which supports armature motion,
muscle motion, and spine motion (these last 2 would be REAL hard with 
polygons!), armature modeler (Character) with algorithmic texture interface,
absolute animation editor (Direction) with channel based motion and
lighting attributes (animation can be ptted over time rather than 
key framed), and finally a ray tracer and a z-buffer renderer.

Look for a Usenet review from Sean Cunningham in the near future, I hope
he can give you more detail.
>
>Mike G.
> 


-- 
    //    -Ken Baer.  Programmer/Animator, Hash Enterprises / Earthling
  \X/     Usenet: baer@qiclab.UUCP  or  PLink: KEN BAER
         "What?!? Sore again?" -- Bugs Bunny to Yosemity Sam

bobl@pro-graphics.cts.com (Bob Lindabury, SysAdmin) (12/23/90)

In-Reply-To: message from mark@calvin..westford.ccur.com

Well, that article was quite informative Mark.  Thanks.  Now that I just
purchased Imagine, I'm drooling for Journeyman...ah, the trials and
tribulations of 3D. <grin>

The biggest problem I'm having now is that I constantly run out of memory when
trying to slice my extruded continents object in Imagine.  I have 5 megs and I
don't load anything but Imagine and it still chokes on it..ARGH!  Jman sounds
like the ticket if you don't want to go to the poorhouse purchasing RAM.

One thing you don't find out about products such as Imagine are the memory
constraints until AFTER you purchase it and try doing a real project.  I
thought it would be a simple matter to take a flat hi-res dpaintIII image of
the continents, convert it to an ILBM, extrude it and face it with Imagine.  I
find that 5 megs of memory doesn't cut it however.  If and when I ever get
faces on my object, I will then conform it to a sphere, add a blue sphere
inside of the continents and spin the sucker!  Of course my project involves
quite a bit more than that.  I am somewhat stuck at this point until I can
beg, borrow or steal another couple of megs.  I suppose I can just fill up my
8-up with 1-meg simms and go but it seems odd that I can't do the above with 5
megs of memory.

I also wonder why more developers do not have connections to the Internet.  I
don't see that it is very difficult to do at all.   The developers have all
the required equipment if they can be online with such services as Plink or
C$erve.  I hate having to subscribe to every $$$ service in the world to get
to talk to developers.  The latest craze seems to be PLINK.  Now this may be a
great service but that means I have to join another one and pay more $$$.

Why can't these developers setup a single machine with AmigaUUCP and get on
the net?  It baffles me.  If Plink at least supported a gateway as C$erve
does, then we could at least exchange mail with some of these developers.  

Kudos to Ken Baer who seems to keep up with the talk here and Allan Hastings
who occaisionally makes an appearance.  How about you guys talking to some of
the others to get setup on the net so that we may all pass information, tips
and ideas with a free flow (Yeah, I pay for my connection, dearly!).

-- Bob
______ Pro-Graphics BBS  "It's better than a sharp stick in the eye!" ________

    UUCP: crash!pro-graphics!bobl         |         Pro-Graphics: 908/469-0049
ARPA/DDN: pro-graphics!bobl@nosc.mil      |       America Online: Graphics3d
Internet: bobl@pro-graphics.cts.com       |           CompuServe: RIP
_________                                                          ___________
          Raven Enterprises  25 Raven Avenue  Piscataway, NJ 08854 

menzies@CAM.ORG (Stephen Menzies) (12/25/90)

bobl@pro-graphics.cts.com (Bob Lindabury, SysAdmin) writes:

>In-Reply-To: message from mark@calvin..westford.ccur.com

>One thing you don't find out about products such as Imagine are the memory
>constraints until AFTER you purchase it and try doing a real project.  I
>thought it would be a simple matter to take a flat hi-res dpaintIII image of
>the continents, convert it to an ILBM, extrude it and face it with Imagine.  I
>find that 5 megs of memory doesn't cut it however.  If and when I ever get
>faces on my object, I will then conform it to a sphere, add a blue sphere
>inside of the continents and spin the sucker!  Of course my project involves
>quite a bit more than that.  I am somewhat stuck at this point until I can
>beg, borrow or steal another couple of megs.  I suppose I can just fill up my
>8-up with 1-meg simms and go but it seems odd that I can't do the above with 5
>megs of memory.

	When does the problem arise? When you're converting or when
	you use the boolean function? I would assume it's when you
	use the booleans. 5megs isn't alot and until you can beg
	borrow or steal more, why not start with a lower resolution
	DPIII pic?                                                  
	I remember speaking to Mike Halvorson some time back. I was
	begging for more powerful features similar to these and
	he expressed concern at that time that most users wouldn't
	be able to use them as they didn't have loads of ram and
	fpu's.(at that time I, myself, only had 3megs and no fpu).
	But times have changed. Loads of ram, 030's and fpu's are
	becoming the norm. If you want to work with the more
	powerful features you really, really need ram.
cya -steve


>-- Bob
>______ Pro-Graphics BBS  "It's better than a sharp stick in the eye!" ________

>    UUCP: crash!pro-graphics!bobl         |         Pro-Graphics: 908/469-0049
>ARPA/DDN: pro-graphics!bobl@nosc.mil      |       America Online: Graphics3d
>Internet: bobl@pro-graphics.cts.com       |           CompuServe: RIP
>_________                                                          ___________
>          Raven Enterprises  25 Raven Avenue  Piscataway, NJ 08854 
-- 
Stephen Menzies
Email: S.Menzies@CAM.ORG

plouff@kali.enet.dec.com (Wes Plouff) (12/25/90)

In article <1990Dec21.183353.13714@qiclab.uucp>, baer@qiclab.uucp (Ken Baer) writes...
>We personalize the software for
>every customer, if we went through dealers we would have to use key disk
>copy protection (and we really don't want to do that).  
> 
Sigh... With all due respect to Ken Baer's talent, it's sad to see yet
another piece of excellent software sold with the assumption that
customers are willing to pay good money to be treated with suspicion and
distrust. 

Best wishes as daylight waxes,

Wes Plouff
plouff%kali.enet.dec@decwrl.dec.com

seanc@pro-party.cts.com (Sean Cunningham) (12/25/90)

In-Reply-To: message from greer@fmeed1.UUCP

 
Does Caligari support splines for objects, or motion files like most other
packages?  
 
The data sent to me by Octree doesn't jive with this, but they might have
added this since I inquired (about 4-5 months ago), but their most recent
advertisements didn't speak of anything new.
 
The rest of your questions would probubly be best answered by Ken Baer.  I'm
pretty sure Hash would cooperate with anyone writing JMan supporting code. 
And I don't see why a utility couldn't be written to turn a vector/polygon
based object from another package into PEAKED (straight and flat-faced) Jman
segments.  But I'm no programmer :)
 
Sean
 
PS>  I got behind gearing up for Christmas this week, but I hope to have a
JMan article for the net written soon.
 
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
  UUCP: ...!crash!pnet01!pro-party!seanc       RealWorld: Sean Cunningham
  ARPA: !crash!pnet01!pro-party!seanc@nosc.mil     Voice: (512) 992-2810
  INET: seanc@pro-party.cts.com        ____________________________________   
                                    // | * All opinions  expressed herein |   
  HELP KEEP THE COMPETITION UNDER \X/  |   Copyright 1990 VISION GRAPHICS |   
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

jamiep@NCoast.ORG (Jamie Purdon) (12/26/90)

>  >  I'm kinda pissed since newer products
>  >are magically bound to the framebuffer their owning company makes.
>  
>  It's hard to know what to support.  The 24bit hardware market on the
>  Amiga is so chaotic and there just isn't time to support everything.
>  At this point we would prefer to support the Toaster, since it's what
>  we have, and it has the best NTSC output of all the buffers.  But, so
>  far, NewTek hasn't provided anything to developers to deal with the
>  hardware directly.  Their approach seems to be to wait till they
>  provide developers with functions that access all of the Toaster's
>  features, rather than provide some lower level support (like writing
>  to the buffer) now, and the fancy stuff later.
"Writing to a buffer" is available, now, to every Toaster owner.
ARexx lets you access the hardware through ToasterPaint.
    
ToasterPaint (software, which is bundled with the Toaster,) can be
very easily used for Toaster rendering, through it's ARexx interface.
   
ToasterPaint lets you use ARexx (or just a DOS script) to write to the
Toaster's framebuffers.  This interface is handled by low-level code
that executes very quickly.  The "Dlvb" ToasterPaint/ARexx command
(action code) puts an entire scan line of pixels into ToasterPaint's
rgb buffers.  Another command renders the (changed lines in the) rgb
buffers "out" to a Toaster framebuffer.
  
The ToasterPaint/Arexx interface is an extended version of the
DigiPaint3.0/Arexx interface.  The "Dlvb" action code functions
identically in both programs.  You can use DigiPaint3.0 to test
ToasterPaint/Arexx scripts.  DigiView software uses this interface to
send it's working image into DigiPaint's (ham) buffer.
    
Anybody can make use of both (Toaster) frame buffers in a similar
manner.  The ToasterPaint/ARexx interface is documented in an appendix
to the ToasterPaint section of the Toaster manual.
  
--
Jamie Purdon, Author of DigiPaint1/3.0, ToasterPaint
bix: jamiep
quote: "Immediate neccessity makes many thing convenient,
        which if continued would grow into oppressions."
          - Thomas Paine,  writing anonymously in "Common Sense", 1776
"If they don't understand English, talk louder." - Common Sense ;-)

baer@qiclab.uucp (Ken Baer) (12/27/90)

In article <1990Dec26.005959.4068@NCoast.ORG> jamiep@NCoast.ORG (Jamie
Purdon) writes: 
|| | I'm kinda pissed since newer products 
|| |are magically bound to the framebuffer their owning company makes.  

|| At this point we would prefer to support the Toaster, since it's what 
|| we have, and it has the best NTSC output of all the buffers.  But, so
|| far, NewTek hasn't provided anything to developers to deal with the
|| hardware directly.  Their approach seems to be to wait till they 
|| provide developers with functions that access all of the Toaster's 
|| features, rather than provide some lower level support (like writing
|| to the buffer) now, and the fancy stuff later.

|"Writing to a buffer" is available, now, to every Toaster owner.
|ARexx lets you access the hardware through ToasterPaint.
|    
|ToasterPaint (software, which is bundled with the Toaster,) can be
|very easily used for Toaster rendering, through it's ARexx interface.

Sounds good in theory, but there are major problems with this.  The big
one is memory!  I takes 7Megs just to run ToasterPaint.  Add on top of that
the memory it takes for a renderer to do it's thing (for us it's 3 to 5 Megs,
and it's a LOT more for polygon based systems).  I'm sorry, but going through
ToasterPaint is not a solution.  NewTek needs to provide a more direct path
to the hardware if they want any other developers to support the Toaster (which
we very much want to do!).

>Jamie Purdon, Author of DigiPaint1/3.0, ToasterPaint
>bix: jamiep


-- 
    //    -Ken Baer.  Programmer/Animator, Hash Enterprises / Earthling
  \X/     Usenet: baer@qiclab.UUCP  or  PLink: KEN BAER
         "What?!? Sore again?" -- Bugs Bunny to Yosemity Sam

jamiep@NCoast.ORG (Jamie Purdon) (12/30/90)

||"Writing to a buffer" is available, now, to every Toaster owner.
||ARexx lets you access the hardware through ToasterPaint.
||...
     
|Sounds good in theory, but there are major problems with this.  The big
|one is memory!  I takes 7Megs just to run ToasterPaint.  Add on top of that
|the memory it takes for a renderer to do it's thing (for us it's 3 to 5 Megs,
|and it's a LOT more for polygon based systems).
   
ToasterPaint (with Switcher) will run on a machine with about 4.2Megs (not
7Megs) of free memory.  This "minimal memory" setup is not the default.
You need to ensure that the CG and LIGHTWAVE "slices" are not "loaded", and
that you're using the Switcher's "GetSmall" (1 effect) project.
  
Also, you can force ToasterPaint to free up (approx.) an additional 1Meg by
sending the "Clsc" Arexx command (action code).  This effectively kills the
"rgb undo" buffer....which is not used for "scan line rendering" and saving
of files.
   
In a "low memory" situation, not many features are available to 'Paint.
However, the basic features that an "outside application" (renderer)
would use are operable: writing to a framebuffer and saving (both formats,
framestore and 24bit rgb iff) files.
      
--
Jamie Purdon,  (bix: jamiep) author of DigiPaint, ToasterPaint
quote: "Immediate neccessity makes many things convenient,
        which if continued would grow into oppressions."
          - Thomas Paine,  writing anonymously in "Common Sense", 1776
"If they don't understand English, talk louder." - Common Sense ;-)