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I was thinking, while using it (v4.2), that it still has a ways to go before
it's "aesthetic". Right now, it's kinda cartoony... and ugly at that. Have
you looked a blobman face lately? Eech. Anyway, my point is that everyone
should pitch in a bit and help make blobman better. Peter Houston hasn't
POVed in almost a year, and he can't do it all by himself. We need to work
together to (among other things) refine the features of the face, and give
the user greater control over them. More poses would also be nice. I'm
working on a "sitting at the computer" pose, and trying to animate it a bit.
That would also be great, libraries of movements for blobfolk. Any takers?
Greg, maybe you would be willing to use what you've has learned with your
blob people?
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"Tony[B]" <ben### [at] catholic org> wrote in message
news:3bca022b@news.povray.org...
> I was thinking, while using it (v4.2), that it still has a ways to go before
> it's "aesthetic". Right now, it's kinda cartoony... and ugly at that. Have
> you looked a blobman face lately? Eech. Anyway, my point is that everyone
> should pitch in a bit and help make blobman better. Peter Houston hasn't
> POVed in almost a year, and he can't do it all by himself. We need to work
> together to (among other things) refine the features of the face, and give
> the user greater control over them. More poses would also be nice. I'm
> working on a "sitting at the computer" pose, and trying to animate it a bit.
> That would also be great, libraries of movements for blobfolk. Any takers?
> Greg, maybe you would be willing to use what you've has learned with your
> blob people?
>
If it's aesthetics you want I'm in favor of meshes. If you insist on blobs
though then you should check out the '97 irtc "School" round 2nd place winner.
Those are some of the best blob people I've ever seen. The source is included.
http://www.irtc.org/stills/1997-04-30.html
"Plastics" by Lorenzo Quintana Juez
http://oz.irtc.org/ftp/pub/stills/1997-04-30/plastics.jpg
http://oz.irtc.org/ftp/pub/stills/1997-04-30/plastics.zip
--
Batronyx ^"^
bat### [at] cadronhsa com //old & going away
bat### [at] alliancecable net //new & active now.
http://www.batronyx.com
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I was dozing off when I was waken up by Tony[B]:
> I was thinking, while using it (v4.2), that it still has a ways to go
before
> it's "aesthetic". Right now, it's kinda cartoony... and ugly at that. Have
> you looked a blobman face lately? Eech. Anyway, my point is that everyone
> should pitch in a bit and help make blobman better. Peter Houston hasn't
> POVed in almost a year, and he can't do it all by himself. We need to work
> together to (among other things) refine the features of the face, and give
> the user greater control over them. More poses would also be nice. I'm
> working on a "sitting at the computer" pose, and trying to animate it a
bit.
> That would also be great, libraries of movements for blobfolk. Any takers?
I think that the hard work has been done, i.e. creating blobman from
scratch. I'm quite sure that making blobmen look better it's not that hard:
you just need to resize this component, translate a bit that one and so on.
It would be GREAT if we could have a series of good-looking blobmen and a
library of predefined poses (just like in Poser).
--
Jonathan.
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> I'm quite sure that making blobmen look better it's not that hard:
> you just need to resize this component, translate a bit that one and so
on.
Yeah, well, who wants to do it?
> It would be GREAT if we could have a series of good-looking blobmen and a
> library of predefined poses (just like in Poser).
There *are* several poses in the blobman package. I'm working on a few more
myself.
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"Tony[B]" <ben### [at] catholic org> wrote in message
news:3bcb7c53@news.povray.org...
> > I'm quite sure that making blobmen look better it's not that hard:
> > you just need to resize this component, translate a bit that one and so
> on.
>
> Yeah, well, who wants to do it?
>
> > It would be GREAT if we could have a series of good-looking blobmen and a
> > library of predefined poses (just like in Poser).
>
> There *are* several poses in the blobman package. I'm working on a few more
> myself.
>
I'd love to work on the face and even the rest of the figure, but my time is
very limited - I haven't even gotten much further on my car yet. Where is this
blobman anyway? I'm very good at drawing faces - it's also very frustrating when
I get requests from people with notsopretty faces and they know I make faces
look better while maintaining resemblance.
- Nekar
---
Outgoing mail is certified Virus Free.
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Or maybe even make BlobMan into an app that let you preview poses and export
include files...
--
//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--
"JRG" <jrg### [at] hotmail com> wrote in message
news:3bcb54f6@news.povray.org...
> I was dozing off when I was waken up by Tony[B]:
> > I was thinking, while using it (v4.2), that it still has a ways to go
> before
> > it's "aesthetic". Right now, it's kinda cartoony... and ugly at that.
Have
> > you looked a blobman face lately? Eech. Anyway, my point is that
everyone
> > should pitch in a bit and help make blobman better. Peter Houston hasn't
> > POVed in almost a year, and he can't do it all by himself. We need to
work
> > together to (among other things) refine the features of the face, and
give
> > the user greater control over them. More poses would also be nice. I'm
> > working on a "sitting at the computer" pose, and trying to animate it a
> bit.
> > That would also be great, libraries of movements for blobfolk. Any
takers?
>
> I think that the hard work has been done, i.e. creating blobman from
> scratch. I'm quite sure that making blobmen look better it's not that
hard:
> you just need to resize this component, translate a bit that one and so
on.
> It would be GREAT if we could have a series of good-looking blobmen and a
> library of predefined poses (just like in Poser).
>
> --
> Jonathan.
>
>
>
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"Nekar Xenos" <j-p### [at] citywalk co za> wrote :
>
> I'm very good at drawing faces - it's also very frustrating when
> I get requests from people with notsopretty faces and they know I make
faces
> look better while maintaining resemblance.
Um... You know that this is a -very- marketable skill, don't you?
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"Bill DeWitt" <bde### [at] cfl rr com> wrote in message
news:3bcc2a67$1@news.povray.org...
>
> "Nekar Xenos" <j-p### [at] citywalk co za> wrote :
> >
> > I'm very good at drawing faces - it's also very frustrating when
> > I get requests from people with notsopretty faces and they know I make
> faces
> > look better while maintaining resemblance.
>
>
> Um... You know that this is a -very- marketable skill, don't you?
>
I don't know if it's marketable enough to make a living off it. I always see
these poor-looking people on the streets drawing faces - maybe it's different in
the US? I do a few drawings every now and then. I work with oil pastels or
coloured pencils. I can also do acrylic paintings, I could do oil but I can't
take those fumes...
The notsopretty faces take longer to do though and I couldn't change my price
depending on how nice the face looks...
- Nekar
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.282 / Virus Database: 150 - Release Date: 2001/09/25
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"Nekar Xenos" <j-p### [at] citywalk co za> wrote :
>
> I don't know if it's marketable enough to make a living off it. I always
see
> these poor-looking people on the streets drawing faces - maybe it's
different in
> the US?
No, we have those too, but the guys who know what they are doing don't
go near the street. The street is for practice maybe. What you do is market
yourself to ugly people who have money and want heirlooms.
> I do a few drawings every now and then. I work with oil pastels or
> coloured pencils. I can also do acrylic paintings, I could do oil but I
can't
> take those fumes...
Get an exhaust fan.
> The notsopretty faces take longer to do though and I couldn't change my
price
> depending on how nice the face looks...
Well set the price high to begin with. Some people won't hire you no
matter how skilled you are unless you charge them three time as much as is
reasonable.
Actually I was just sort of joking, but the principle is true. If you
can give people what they want, you can charge what they can pay, so aim
yourself at people who can pay the most.
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"Bill DeWitt" <bde### [at] cfl rr com> wrote in message
news:3bcc352f$1@news.povray.org...
>
> "Nekar Xenos" <j-p### [at] citywalk co za> wrote :
> >
> > I don't know if it's marketable enough to make a living off it. I always
> see
> > these poor-looking people on the streets drawing faces - maybe it's
> different in
> > the US?
>
> No, we have those too, but the guys who know what they are doing don't
> go near the street. The street is for practice maybe. What you do is market
> yourself to ugly people who have money and want heirlooms.
>
> > I do a few drawings every now and then. I work with oil pastels or
> > coloured pencils. I can also do acrylic paintings, I could do oil but I
> can't
> > take those fumes...
>
> Get an exhaust fan.
>
> > The notsopretty faces take longer to do though and I couldn't change my
> price
> > depending on how nice the face looks...
>
> Well set the price high to begin with. Some people won't hire you no
> matter how skilled you are unless you charge them three time as much as is
> reasonable.
>
> Actually I was just sort of joking, but the principle is true. If you
> can give people what they want, you can charge what they can pay, so aim
> yourself at people who can pay the most.
>
Thanks Bill, I'll give it a try.
- Nekar
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
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"Nekar Xenos" <j-p### [at] citywalk co za> wrote :
>
> > Actually I was just sort of joking, but the principle is true. If
you
> > can give people what they want, you can charge what they can pay, so aim
> > yourself at people who can pay the most.
> >
> Thanks Bill, I'll give it a try.
If you get rich and famous, remember who it was that changed you life.
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"Bill DeWitt" <bde### [at] cfl rr com> wrote :
> > >
> > Thanks Bill, I'll give it a try.
>
> If you get rich and famous, remember who it was that changed you life.
Oh... But if you blow your savings and estrange your family and friends,
your on your own....
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"Bill DeWitt" <bde### [at] cfl rr com> wrote in message
news:3bcc38c2@news.povray.org...
>
> "Bill DeWitt" <bde### [at] cfl rr com> wrote :
> > > >
> > > Thanks Bill, I'll give it a try.
> >
> > If you get rich and famous, remember who it was that changed you life.
>
> Oh... But if you blow your savings and estrange your family and friends,
> your on your own....
>
Reminds me of the multi-millionaire that paid cash to build a sky-scraper. He
died as a boozing hobo on the streets.
- Nekar
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.282 / Virus Database: 150 - Release Date: 2001/09/25
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There is a Java applet for posing blobman, but it can't do fingers, only
arms, legs and head.
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> I'd love to work on the face and even the rest of the figure, but my time
is
> very limited - I haven't even gotten much further on my car yet. Where is
this
> blobman anyway?
Well, it used to be online, but the sites the author put it on dissapeared.
I can send it to you if you like. It's less than 300kb compressed.
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"Tony[B]" wrote:
>
> There is a Java applet for posing blobman, but it can't do fingers, only
> arms, legs and head.
I had _very_ limited needs when I did it. I just needed to easily pose
15 small characters. The problem is that while there is some genericity
in main body parts handling (and several strong inconsistencies too),
the rest is just different. I would help anybody wanting to expand it
though. Somebody contacted me a few weeks ago with some C++ port in
mind. I never heard of him since I released the code.
For those interested, it's here (BTW it's an application, not an applet:
it uses files):
http://www.wozzeck.net/images/petibonum/index.html
--
François DISPOT -- http://www.wozzeck.net
__ __ __ __ _
| | / \ / / |_ / |/
\/\/ \__/ /_ /_ |__ \_ |\
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"Nekar Xenos" <j-p### [at] citywalk co za> wrote in message
news:3bcc3351@news.povray.org...
> The notsopretty faces take longer to do though and I couldn't change my
price
> depending on how nice the face looks...
>
> - Nekar
No, but you -could- charge by the hour :)
...Chambers
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Francois Dispot wrote:
> I would help anybody wanting to expand it
> though.
Ooohh.... Java. Nice.
I'm active on the model converter now, but can also give some Java help and
advice on things. Java is good for POV-Users. :-)
--
Jon A. Cruz
http://www.geocities.com/joncruz/action.html
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"Tony[B]" <ben### [at] catholic org> wrote in message
news:3bcc4c78@news.povray.org...
> > I'd love to work on the face and even the rest of the figure, but my time
> is
> > very limited - I haven't even gotten much further on my car yet. Where is
> this
> > blobman anyway?
>
> Well, it used to be online, but the sites the author put it on dissapeared.
> I can send it to you if you like. It's less than 300kb compressed.
>
That would be great. Could you please send it to jpr### [at] citywalk co za and put
Att: Gerhard in the subject line.
Thanks,
- Nekar Xenos alias Gerhard Oosthuizen
---
Outgoing mail is certified Virus Free.
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Hi Tony,
could you send it along to me too?
Pleeease...
"Tony[B]" <ben### [at] catholic org> ha scritto nel messaggio
news:3bcc4c78@news.povray.org...
> > I'd love to work on the face and even the rest of the figure, but my
time
> is
> > very limited - I haven't even gotten much further on my car yet. Where
is
> this
> > blobman anyway?
>
> Well, it used to be online, but the sites the author put it on
dissapeared.
> I can send it to you if you like. It's less than 300kb compressed.
>
>
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I can't help with the modeling, but I could perhaps help with renewing the
overall structure of how the include file works.
Right now there is a default body hardcoded in the include file, but you can
exchange the body parts. I'd prefer to have the model separated from the
rest of the include file, so you can easily plug in any model you desire.
You also have to pose the character using rotations (forward kinematics).
I'd prefer if you could decide yourself if you want to use rotations, or
some other way of control, such as inverse kinematics. Thus, I think the
pose interface of the include should be separated from the rest.
Basically, what I'm thinking of is a very generic include file that lets you
use customized versions of almost everything, like models, poses,
interfaces, etc. Not much would be left of the original BlobMan, and the
include file probably should have a new name because the models don't have
to be made of blobs, but that's not a bad thing is it?
If you're interested in my assistance, I could design a new structure for
the include file in details.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Feel free to proceed, Rune. Sounds like an excellent idea! :) Will you be
needing bm 4.2, or do you have it already?
PS: How'd your holiday go?
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"Tony[B]" wrote:
> Feel free to proceed, Rune. Sounds like an excellent idea! :)
Thanks! :)
> Will you be needing bm 4.2, or do you have it already?
I think I have it already, but I'll mail you if at some point I need it.
> PS: How'd your holiday go?
It went splendid, thank you. :)
Better not say anymore in this group... ;)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Rune wrote:
> "Tony[B]" wrote:
> > Feel free to proceed, Rune. Sounds like an excellent idea! :)
>
> Thanks! :)
>
> > Will you be needing bm 4.2, or do you have it already?
>
> I think I have it already, but I'll mail you if at some point I need it.
>
> > PS: How'd your holiday go?
>
> It went splendid, thank you. :)
>
> Better not say anymore in this group... ;)
Java UI!!! Java UI!!!
--
Jon A. Cruz
http://www.geocities.com/joncruz/action.html
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"Jon A. Cruz" wrote:
> Java UI!!! Java UI!!!
That'll be up to someone else to add on later. It sure shouldn't be
required. ;)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Rune" wrote:
> "Tony[B]" wrote:
> > Feel free to proceed, Rune. Sounds like an excellent idea! :)
>
> Thanks! :)
BTW, this may go hand in hand with my own personal experiments. Hav you seen
my latest animation in povray.binaries.animations?
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Rune" <run### [at] mobilixnet dk> wrote in message
news:3bcf0a2f@news.povray.org...
> I can't help with the modeling, but I could perhaps help with renewing the
> overall structure of how the include file works.
>
> Right now there is a default body hardcoded in the include file, but you can
> exchange the body parts. I'd prefer to have the model separated from the
> rest of the include file, so you can easily plug in any model you desire.
>
> You also have to pose the character using rotations (forward kinematics).
> I'd prefer if you could decide yourself if you want to use rotations, or
> some other way of control, such as inverse kinematics. Thus, I think the
> pose interface of the include should be separated from the rest.
>
> Basically, what I'm thinking of is a very generic include file that lets you
> use customized versions of almost everything, like models, poses,
> interfaces, etc. Not much would be left of the original BlobMan, and the
> include file probably should have a new name because the models don't have
> to be made of blobs, but that's not a bad thing is it?
>
> If you're interested in my assistance, I could design a new structure for
> the include file in details.
>
Sounds like a good idea to me =)
- Nekar
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
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I just saw this note. I was thinking about "releasing" it to the public real
soon anyway. My proclivities might be to put it on a web page and say it's free
for general use, including what you're gonna do, rather than to just "hand to
you." That doesn't mean I wouldn't help your team, it's just my proclivity...
Ongoing and possible improvements to my characters:
1) clothes (now has one-piece pajamas!)
2) better hands
3) copying Rune's "walk in a circle" algo...
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"Greg M. Johnson" wrote:
> I just saw this note. I was thinking about "releasing"
> it to the public real soon anyway.
I'm a bit confused. The discussion here is about Peter Houston's BlobMan,
but you seem to be referring to your own blob character? Do you mean that
your character could be used in the development of BlobMan? Or...? I
probably have understood you wrong, so I'd appreciate if you could clear
things up.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Tony[B]" wrote:
> Feel free to proceed, Rune.
> Sounds like an excellent idea! :)
Note: The overall structure change of BlobMan I'm thinking of will take a
long time, but the modeling of BlobMan can be worked on independently of
that, so if you have some blob modelers ready to improve the BlobMan model,
I say go ahead! :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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On Sun, 14 Oct 2001 16:27:10 -0500, "Tony[B]" <ben### [at] catholic org>
wrote:
> I was thinking, while using it (v4.2), that it still has a ways to go before
> it's "aesthetic". Right now, it's kinda cartoony... and ugly at that. Have
> you looked a blobman face lately? Eech. Anyway, my point is that everyone
> should pitch in a bit and help make blobman better.
well..., I started some time ago at
http://news.povray.org/povray.binaries.images/13602/
but I don't remember what is current state of it :-)
(sorry, I'm late, I was absent when you wrote)
ABX
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Rune wrote:
> I'm a bit confused. The discussion here is about Peter Houston's BlobMan,
> but you seem to be referring to your own blob character?
Tony asked for general advice. At various times I've thought of releasing
the character I've had walking stairs in p.b.a.. It could be of interest or
it might not be. In response to our other discussion I put the old stick
figure on p.b.s.-f.
I like the idea of a "single-blob" character. It opens the door to science
fiction ideas and has a very different feel than Peter's file, which IIRC is
a CSG of multiple individual blob components, or components at extremely high
threshold. Not that there's anything wrong with that, it just has a
different look & feel....
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"Greg M. Johnson" wrote:
> Tony asked for general advice.
No problem, I was just a bit confused because you didn't make clear what you
were talking about. Looking again I see that Tony asked you directly for
advise so I guess that's why, but I think that it's always a good idea when
replying to a specific question in a message to quote that question. Helps
avoid confusion.
> I like the idea of a "single-blob" character. It opens
> the door to science fiction ideas and has a very different
> feel than Peter's file, which IIRC is a CSG of multiple
> individual blob components
I agree it's an interesting idea. This and much more will all be possible
with the system I'm thinking of.
May I ask how you have achieved to group together blob components that
belong together in the same body part, so they can be transformed together?
I'm thinking of simply adding the same transform to all the components that
belong together, but maybe you've discovered a more efficient method?
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Rune wrote:
> May I ask how you have achieved to group together blob components that
> belong together in the same body part, so they can be transformed together?
The raw code for the model I keep publishing on p.b.a. is notoriously
inefficient. It has as many as half a dozen scale, translate and rotate
statements in the code. I have to cut & paste all these statements if say I
want to add another muscle bulge for the thigh.
Ideally a rewrite would have transform{Thigh_Transform}, etc., for every
component that is "for the thigh". This feature exists in the stick-figure
model I posted at p.b.s.-f., but I have not yet developed a competent blob
figure for it, especially NOT in the file in that collection! (:-P It may
originally be your idea, but take a look at the mime13.pov file there,
especially around line 465 to the end....
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I have played with BlobMan a bit and I agree that it could do with an
overhaul (I never did quite figure out the fingers array!)
> More poses would also be nice...
I've got 1-2 additional poses on my hard-drive somewhere if you're
interested.
It would also be good to provide a larger library of costume files with
BlobMan.
Reuben
doo### [at] breathemail net
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UGH! Don't say the f-word in connection with Blobman! I was only able to
download it to a rather slow machine (hence hand poses took forever to
render) and whatever I put in the array, it came out EXACTLY the same for
every one. I soon gave up in disgust.
--
//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--
"Reuben Pearse" <reu### [at] presence-systems com> wrote in message
news:3bd7e4ec$1@news.povray.org...
> I have played with BlobMan a bit and I agree that it could do with an
> overhaul (I never did quite figure out the fingers array!)
>
> > More poses would also be nice...
>
> I've got 1-2 additional poses on my hard-drive somewhere if you're
> interested.
>
> It would also be good to provide a larger library of costume files with
> BlobMan.
>
> Reuben
> doo### [at] breathemail net
>
>
>
>
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"Greg M. Johnson" <"gregj56590[:-0]"@aol.com> wrote in message
news:3BD731C7.D93D5BEA@aol.com...
> Rune wrote:
>
> > May I ask how you have achieved to group together blob components that
> > belong together in the same body part, so they can be transformed
together?
>
> The raw code for the model I keep publishing on p.b.a. is notoriously
> inefficient. It has as many as half a dozen scale, translate and rotate
> statements in the code. I have to cut & paste all these statements if say
I
> want to add another muscle bulge for the thigh.
>
> Ideally a rewrite would have transform{Thigh_Transform}, etc., for every
> component that is "for the thigh". This feature exists in the
stick-figure
> model I posted at p.b.s.-f., but I have not yet developed a competent blob
> figure for it, especially NOT in the file in that collection! (:-P It
may
> originally be your idea, but take a look at the mime13.pov file there,
> especially around line 465 to the end....
While the models themselves weren't very detailed, the raw code I used for
my entry in "Fantasy and Mystic" allowed much more complexity. The code
would, for example, build a creature after receiving several #declares which
defined the size of various limbs, the positions for limbs (which should all
be left alone, or else they won't mesh well) and the rotations for various
body parts. The only drawback is that each rotational vector needs to be
defined for each keyframe, which is very tedious to do by hand for an
animation. (Although, if we're only using it for stills, it's not that
bad).
...Chambers
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Reuben Pearse wrote:
>
> I have played with BlobMan a bit and I agree that it could do with an
> overhaul (I never did quite figure out the fingers array!)
>
> > More poses would also be nice...
>
> I've got 1-2 additional poses on my hard-drive somewhere if you're
> interested.
>
> It would also be good to provide a larger library of costume files with
> BlobMan.
>
> Reuben
> doo### [at] breathemail net
I looked at the documentation and the costumes, but couldn't figure out
how to create any new ones. Maybe it's just me, but it looks way too
complicated, and may be a result of the design of the "man" rather than
an overall design.
--
Tom A.
Bummer, huh? Sin sucks. - Fr. Joseph Horn
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Tom A. wrote in message <3BDDEBBA.AFE86A51@my-deja.com>...
>I looked at the documentation and the costumes, but couldn't figure out
>how to create any new ones. Maybe it's just me, but it looks way too
>complicated, and may be a result of the design of the "man" rather than
>an overall design.
As someone who has just completed a costume file for a soldier for my IRTC
entry, I can assure you, it isn't as difficult as it looks. It's even
easier if you are making the file for just BlobMan or just BlobWoman.
(Note to anyone who's interested in the .cdf: It's good enough for a figure
that isn't going to be more than about 50 pixels high, but not good enough
for general use.)
--
Mark
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