05.03.2013 Views

Amiga Computing - Commodore Is Awesome

Amiga Computing - Commodore Is Awesome

Amiga Computing - Commodore Is Awesome

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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 />

\<br />

l<br />

e<br />

s<br />

s

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!