seanc@pro-party.cts.com (Sean Cunningham) (05/18/91)
In JMan, a FIGURE is a hierarchically grouped series of SEGMENTS. A CHARACTER can be composed of either a single FIGURE or multiple FIGURES (which is usually the case). This is to allow the animator to keep a library of motions, called ACTIONS, that can be used again and again on different CHARACTERs. The CHARACTER screen is also hires-interlace, using the same palette as the SCULPTURE module to ease the eyes. Its top section contains a panel of gadgets, with a secondary panel of attributes gadgets down the right side of the screen. This module uses only one viewing window, which takes up approximately 3/4 of the screen. After entering the CHARACTER module, you can begin loading in SEGMENTs by clicking the ADD gadget in the far left corner of the screen. This will bring up a file requester. Or, you can load in a previously made FIGURE by selecting LOAD from the PROJECT menu. Once a FIGURE is loaded, or multiple SEGMENTS, you can toggle the way individual SEGMENTS are represented from the DISPLAY menu. DISPLAY contains options for TOGGLING a segment between curved and bounded representation, making an entire BRANCH of SEGMENTS curved (the selected SEGMENT and all child SEGMENTS) or making the BRANCH bounded. You can also choose to make either a selected SEGMENT invisible, or an entire BRANCH invisible. The NEXT menu choice will take you to the next SEGMENT in the FIGURE's hierarchy. Like in the SCULPTURE module, you are presented with independent gadgets for a SEGMENT's X, Y, and Z scaling, ROLL, TILT, and SWIVEL, and your viewpoint's ZOOM, MOVE, and ROTATE gadgets. Along the top of the panel are the ADD (discussed previously) and DELETE gadgets for SEGMENTS, and also the PARENT and GHOST gadgets. If you are creating a complex FIGURE of, say, a robot or a human, you need to create a hierarchy for the individual SEGMENTs to follow in order to maintain the proper position, scale and rotation. JMan automatically makes the currently selected SEGMENT the PARENT of the next SEGMENT to be loaded. If you don't want the hierarchy set this way, simply have the SEGMENT selected that you just loaded, click on the PARENT gadget, and then click on the SEGMENT to be the new PARENT. A GHOST can be one of two things: A) an invisible member of a FIGURE's hierarchy (similar to the way the axis TRACK is used in IMAGINE) which could be the PATRIARCH SEGMENT of a FIGURE, or the SEGMENT that is superior to all other SEGMENTS in the hierarchy, or B)a SEGMENT that you do not wish to render in the current animation. Along the mid to right section of the top panel are gadgets that govern the surface properties of the individual SEGMENTs in your FIGURE. You can selectively control the AMBient value of the segment, or how lighted a SEGMENT is even if no light is shining directly on it, the TRAnsparency of the SEGMENT (Note: I have not been able to get this to work at all), the ROUghness of the SEGMENT, the SPEcularity of the SEGMENT, the amount of MIRror quality the SEGMENT has, and it's index of REFraction. All of these gadgets accept values from 0 to 100, where 100 is equal to 100% of a given quality. Below the top panel, and to the right, is a second panel of gadgets for controlling the attributes of a selected SEGMENT. At the top is a set of RGB gadgets that will accept values from 0 to 100 (in a future upgrade, I'd like to see this go to 0 to 255 for greater precision when working with 24bits of color). In the middle of this panel are gadgets that represent different textures that may be applied to your SEGMENT. In addition to the usual WOOD, MARBLE, and WAVE (ripple) textures, JMan gives you CHECKERED, BRICK, ERODED, PEBBLE, and some that just about defy description (MYSTERY 1, MOTTLED 1 and 2, and BOZO). Now here's where the fun begins. Not only does the gadget for the individual textures show you what they'll look like, but there is a PREVIEW gadget in the lower right that lets you view color changes and attribute changes to the texture! Some texture have their own waveform(s) and these waveforms can be modified using the AMPlitude, FReQency, DaMPening, CYCle, and PRoPagation gadgets. Some of the textures allow up to FIVE different waveforms that can be modified independently of the other. Their culmination can create more realistic, random patterns. Each of the waveforms emanate from the SEGMENT's bounding box corners and around its PIVOT (axis of rotation). There are also three text gadgets that control the sizing of different elements within a given texture. So far, I've been able to successfully use the textures provided, as long as you don't modify the waveform of the texture. This is unfortunate, as the default values aren't always acceptable for the SEGMENT at hand. With v1.2 of JMan's CHARACTER module, there are several extra gadgets for WRAP, REPEAT, PLANE, CYLINder, and SPHERE. While these aren't active in this version, I was told by Ken Baer that they will be used for the ENVIRONMENT MAPPING feature they're working on right now. And if you have created a SURFACEMAP for a particular SEGMENT in the PAINTER section of the SCULPTURE module, then you'll need to select that SEGMENT and click on the bar at the upper right of the screen. This will open a file requester so that you find and select the SEGMENT's SURFACEMAP. Once you're finished creating your FIGURE, choose SAVE from the PROJECT menu. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .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 1991 VISION GRAPHICS | >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<