[comp.sys.amiga] JOurneyman Animator

dak@pro-graphics.cts.com (DAK Productions) (03/06/90)

Anyone know anything about a new 3d package for the Amiga called something
like Journeyman Animator?  I read an article about this new program that is
revolutionary because of the approach it takes in object construction,
topographic modelling, a stack of planes cut to make an object. By doing it
this way it is supposed to be superior to TS on image/texture/reflectance
mapping. And reduce render times to very little. 

Also, there are global and individual motion controls. You create a thing that
walks, then tell the computer to make it walk three feet and the thing walks
the way it supposed to!! They said there would be libraries of motion to apply
to objects. 

The interface is similar to Calagari and it supposed to have fiels that can be
Targa-ed

Any info on wheather its real or when it would be available  would be
appreciated!

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baer@qiclab.UUCP (Ken Baer) (03/08/90)

In article <1748@crash.cts.com> dak@pro-graphics.cts.com (DAK Productions) writes:
>Anyone know anything about a new 3d package for the Amiga called something
>like Journeyman Animator?

Animation:Journeyman from Hash Enterprises.

>  I read an article about this new program that is
>revolutionary because of the approach it takes in object construction,
>topographic modelling, a stack of planes cut to make an object. By doing it
>this way it is supposed to be superior to TS on image/texture/reflectance
>mapping. And reduce render times to very little. 

Actually, the topographic modelling technique was used in
Animation:Apprentice which was released in April '87 (before Videoscape).
Journeyman takes this technique a step further by using closed splines
as key slices and vertical splines to link the slices.  This way we
can construct objects using 3D splines.  We use CTB splines so that
each control point on the spline has tension control, so you have very
fine control of the shape of the object.  You can also use vectors so
hard edges are easy too.  The great thing about using splines is that 
a curve is a curve, no matter how close you get.  This means it's ideal
for organic objects, and since this is a character animation package, that's
very important.  Journeyman will also be able to load Sculpt4D objects
so polygonal/mechanical objects are also available (something Apprentice
lacked, it only did organic shapes).  Journeyman also supports texture
mapping.

>Also, there are global and individual motion controls. You create a thing that
>walks, then tell the computer to make it walk three feet and the thing walks
>the way it supposed to!! They said there would be libraries of motion to apply
>to objects. 

Again, Journeyman is able to build on techniques used in Apprentice.  There
are several levels of character motion.  The most important part is Action.
You can design libraries of actions.  And you can use the same actions for
an entire group of characters if you design the characters with a similar
skeletal structure.  You can even layer actions.  If you design a character
and make the hands sub-figures, you can have different actions for the hands
while the rest of the character is doing something else (like walking).
Journeyman adds a new level to this motion; morphing.  There are 2 kinds
of morphing supported, point morphing, and spine morphing.  Point morphing
(we're calling it muscles) is similar to what Sculpt4D does.  Spine 
morphing lets you move (tilt, swivel, roll, translate) the slices in an
object.  It's very powerful.

All path motion is defined my splines, also with tension control.  And 
attributes like roll, swivel, tilt, scale, and ease are controlled by
spline channel transitions (rather than keyframe like Apprentice used).
This means all kinds of motion will have a much more fluid look and won't
feel so linear.  BTW, WaveFront and Symbolics use this kind of channel
control, but they don't have the fine tuning tension control we use.

>The interface is similar to Calagari and it supposed to have fiels that can be
>Targa-ed

The interface is very slick, and very functional.  It is similar to the
Caligari interface, but it uses 3D splines rathers than just vectors and
polygons.  Journeyman generates 24-bit images (Apprentice made 12-bit images)
and supports all Amiga graphics modes.  But, for the best quality JMan
will support Targa and the CBM Hires board (hope it comes out soon!).
We've been developing a packed 24-bit animation method which will make
24-bit animation generation and storage much more realistic.

Journeyman is a professional animation package, and will require a 68020 or
better machine because of all the floating point math it uses.  That's
the price we pay for using splines, but it's worth it.  The shapes we make
in a few seconds would be a nightmare to model with polygons, and they render
a LOT faster.  

>Any info on wheather its real or when it would be available  would be
>appreciated!

Journeyman is in Beta testing now, and we are using it on an animated film
we're doing for Commodore.  We're looking at a mid-Spring 1990 release.
Martin Hash has been working on this program pretty much since Apprentice
was released in '87.  We showed a preview of the modeling portion of JMan
in the CBM booth at SIGGRAPH last summer, so it's real.  It'll be truely
real in a couple months when you can go out and buy it.  We don't like 
vaporware either :-).  Hope this gives you an ideal of what to look forward
to.

>    UUCP: crash!pro-graphics!dak             |    ProLine: dak@pro-graphics
>InterNet: crash!dak@pro-graphics.cts.com     |    201/469-0049   3/12/2400 Baud
>ARPA/DDN: crash!pro-graphics!dak@nosc.mil    |    24 Hrs.        Piscataway, NJ


-- 
    //    -Ken Baer.  Programmer/Animator, Hash Enterprises. 
  \X/     Usenet: baer@qiclab.UUCP  or  PLink: KEN BAER
	  "I want to be an ..... ARCH VILLIAN!!!" -- Petey Pate.

donw@zehntel.zehntel.com (Don White) (03/08/90)

In article <1748@crash.cts.com> dak@pro-graphics.cts.com (DAK Productions) writes:
>Anyone know anything about a new 3d package for the Amiga called something
>like Journeyman Animator?  I read an article about this new program that is
>revolutionary because of the approach it takes in object construction,
>topographic modelling, a stack of planes cut to make an object. By doing it

     In case you're curious, the old sculpt/animate3 can do this. The
  command is called 'unslice'. And the animation capability is a really
  well thought out hierarchical system. Objects and paths can be 'attached'
  to other object and/or paths, ad-infinitum. (meaning to a deeper level than
  I tried ;-) This means that the articulation of a finger can be 'attached'
  to a hand. And the hand can be 'attached' to a wrist etc. And each part
  can have motion RELATIVE to the place it is attached. 

     It is an EXCELLENT product. When I can scrape enough $$$ together, I am
  going to get Sculpt4D.

     Don W.
     zehntel!donw
     Box 271177 Concord, CA. 94527-1177