Amiga Computing - Commodore Is Awesome
Amiga Computing - Commodore Is Awesome
Amiga Computing - Commodore Is Awesome
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GRAPHICS<br />
nyone interested in 3D modelling has,<br />
at some point, seen a model so well<br />
made it makes them stop and admire<br />
the creator's handiwork. Whether it be<br />
dinosaurs, animated human faces, or cars with<br />
smooth, flowing lines, there are plenty of examples<br />
around that make you think 'how did they<br />
do Mar<br />
Often, the answer is that they used a 3D digitiser<br />
to 'scan' a physical object and import its<br />
vital statistics to a ray tracing package, where<br />
the model is tidied up before textures and other<br />
effects are added. Indeed, much of the drudge<br />
work in modelling can be done by electronic<br />
sidekicks if you have the sort of production budgets<br />
enjoyed by Industnal Light and Magic.<br />
In high-end digitisers used by movie companies,<br />
a scanning laser beam builds up a picture<br />
of an object's surface in minute detail before<br />
passing the data to a Silicon Graphics machine<br />
for interpretation. The 3D artist can build a<br />
model in plastic or any other substance, or have<br />
it built by the traditional model makers who<br />
brought us the Star Wars designs, then digitise<br />
it to cut out most of the time-consuming job of<br />
translating the model to computer graphics.<br />
PRICE DROP<br />
For a long time now, small companies and<br />
enthusiasts have been unable to use this sort of<br />
technology, but a growing number of American<br />
manufacturers are releasing smaller, less<br />
expensive digitisers which are now coming<br />
down in price - enough for them to be a realistic<br />
option. One such unit is the Immersion<br />
Personal Digitiser which, though still not cheap,<br />
is a powerful tool for any modeller.<br />
Laser scanning would be tar too expensive,<br />
so the personal digitiser makes use of a jointed<br />
arm (much like a robot arm) with a stylus on the<br />
end. This sits on a bread-board-sized base and<br />
is connected to the <strong>Amiga</strong> via a control box and<br />
serial cable.<br />
Build quality is as good as you'd expect from<br />
a device costing this much. The arm itself is<br />
made of tough, thick plastic with a solid brass<br />
stylus. and the base board is half an inch thick<br />
with rubber feet to stop it sliding around. To<br />
avoid any plug difficulties on either side of the<br />
Atlantic, the control box uses a standard kettle<br />
lead connection, and all necessary cabling<br />
Eand for 'lour bum<br />
Why not just use splines, or the Forms editor in<br />
Imagine? I mean, it's not easy to create organic<br />
shapes, but it can be done. Why spend money on a<br />
digitiser? Apart from obvious benefits in terms of cutting<br />
design and modelling time, 3D digitisers make it<br />
much easier to create a complete model with one continuous<br />
skin. Until <strong>Amiga</strong> packages utilise the 'smart<br />
skin' techniques found in some Silicon Graphics software,<br />
even fairly simple objects such as a human head<br />
are difficult to produce without bolting two or more<br />
objects together,<br />
Three rough models<br />
created using the<br />
dig/tiger. Note tha t the<br />
human face uses more<br />
5amplos then the other<br />
two, and is therefore<br />
much more eccurate<br />
1•<br />
(including a custom serial cable) is supplied_<br />
The units Vedisketch software is installed<br />
in no time and uses ARexx macros to enable<br />
the digitiser to be controlled directly from<br />
Lightwave's Modeller. There are several con-<br />
trol macros, but the most important - Get<br />
Point - simply passes a position request to<br />
the digitiser's control unit which replies with a<br />
three dimensional co-ordinate. A point is then<br />
created on screen to correspond to the arm's<br />
position when the macro was invoked.<br />
Hardly any delay is involved in the process.<br />
so digitising a long series of points is a simple<br />
matter of moving the stylus to a new location<br />
with one hand and hitting the relevant function<br />
key with the other. The manual suggests<br />
using F10 for the Get Points macro, but you<br />
can set this system up any way you like<br />
Several macros are supplied to ensure<br />
agreement between the arm and Lightwave's<br />
internal 3D world. Set Origin, for example, can<br />
be used to select any point within the arm's<br />
reach and treat that point as Modellers equivalent<br />
of co-ordinate 0,0,0. and the Set<br />
Orientation macro ensures that your digitising<br />
table is oriented in the same way as the<br />
N<br />
the Wjoin<br />
will usually show, and there's nothing more<br />
realism-killing I<br />
than a dirty great line where, for example,<br />
M the shoulder joins the arm. Putting bones Into an<br />
object N like this will produce decent animated effects,<br />
but<br />
i<br />
with one continuous object the effect is far more Using tmagine'a Forms e ditor So cre a te orga nic sha pe s is<br />
convincing.<br />
one a nswe r, but it ca n be a ve ry time-consuming proce ss<br />
V<br />
4<br />
M<br />
<strong>Amiga</strong> <strong>Computing</strong><br />
MAY 1995<br />
I<br />
g<br />
1<br />
e<br />
nog<br />
•<br />
• t •<br />
Even relatively sample shapes, like this pipe<br />
bowl, cart be digitised lamter than you could<br />
model them from scratch<br />
Modeller environment. The latter becom<br />
very important because you have an °tail<br />
which is too big or awkward to digitise in o<br />
piece. By creating a simple triangle<br />
Modeller and aligning it with another that y<br />
create using the digitiser, users can arm<br />
that the centre of the digitiser's universe<br />
always in the same Lightwave position.<br />
With this common frame of reference,<br />
is much easier to ensure that two parts al<br />
larger object can be glued together agi<br />
once they've been digitised.<br />
I say much easier, but the process still is<br />
what you'd call a walk in the park. Probal<br />
the biggest limitation of digitisers such as II<br />
one is that they have problems with large<br />
oddly-shaped subjects.<br />
At full stretch, the tip of Me stylus will rea<br />
about 55cm from the base of the arm. t<br />
when you have to loop the arm up and ON<br />
an object, this reach comes down to atx<br />
3<br />
1 For objects such as a thigh bone (uSeC<br />
3one<br />
of the pre-supplied examples), this me<br />
cdigitising<br />
in two or more sections and<br />
rresulting<br />
hassles when the hnished modo<br />
a glued together in Lightwave.<br />
o For smaller objects, the arm is easily et<br />
r ble of digitising a complete object. anc<br />
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