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alain fondateur


Number of posts: 19532 Localisation: Dompierre sur Veyle ,France Registration date: 2005-04-19
 | Subject: Seamless Sun 12 Jun - 7:07 | |
| I open that part for thyme , I hope he will not kick me .... I got a mail just now , I began to write a short text as I did for the "Lara tresses" , and I wonder why Tyme ( and many other builders ) dont use that "LouiseForum :: Arts , littératures , techniques :: 3D art :: Worlds (vrml)" to show here how they work ....... We have several bxxn travellers here , tite lune , Usagi , Flavien , and I wonder why it is so long to have you , scuse me , friends I know that I am some time too "nervous" , lol , I beg your pardon , but I wonder why you dont take more quicly the opportunity to share your work here ... So I show the worm-cat .........don't kick me plz dear Thyme ! You know Thyme , he is not a worm , he is not a cat , he is our dear Thyme , coming from Australia with his C++......And they have some worms there , and they have some cats there , and they have some worm-cats ! Yes ! Des chats-vers ! des vers-chats ! Do you want to see one ? Here he is ( or she ?? I wonder if they are male or female ) http://www2.ac-lyon.fr/etab/colleges/col-01/ldesavoie/20042005/forum/wormtail.jpgIndeed it is just the tail , the worm-cat tail ! Nice uh ?? And easy to animate : http://www2.ac-lyon.fr/etab/colleges/col-01/ldesavoie/20042005/forum/wormtail.wrlIt follows that simple , hihih , drawing  Yes , they have Mathematics in Australia . So you , you have just to take your not pad and to type that : | Quote: | #VRML V2.0 utf8 #generated by Seamless3d 2.084
PROTO RotAccelerator [ eventIn SFFloat set_fraction eventOut SFFloat fraction_changed eventOut SFRotation value_changed field SFFloat fracMult 1 field SFRotation init 0 0 1 0 field MFVec3f axis[0 0 1] field MFFloat delay[0] field MFFloat accelerate[2] field MFFloat attack[.5] field MFFloat sustain[0] field MFFloat decay [3] ] { script { eventIn SFFloat set_fraction IS set_fraction eventOut SFFloat fraction_changed IS fraction_changed eventOut SFRotation value_changed IS value_changed field SFFloat fracMult IS fracMult field SFRotation init IS init field MFVec3f axis IS axis field MFFloat delay IS delay field MFFloat accelerate IS accelerate field MFFloat attack IS attack field MFFloat sustain IS sustain field MFFloat decay IS decay field SFFloat angle 0 field SFFloat time 0 field SFRotation accum 0 0 1 0 url "javascript: function set_fraction(v){ accum=init; time=v*fracMult; remTime=time; for(i=0; i<delay.length; i++){ time=remTime; time-=delay[i]; if(time<=0){ continue; } _accelerate=accelerate[i]; _attack=attack[i]; _sustain=sustain[i]; _decay=decay[i]; if(time<_attack){ angle=_accelerate*.5*(time*time); accum=accum.multiply(new SFRotation(axis[i], angle)); continue; } time-=_attack; if(time<_sustain){ attackDist=_accelerate*.5*(_attack*_attack); attackVelocity=_accelerate*_attack; angle=attackDist+attackVelocity*time; accum=accum.multiply(new SFRotation (axis[i], angle)); continue; } time-=_sustain; if(time>_decay){ time=0; } else { time=_decay-time; } attackDist=_accelerate*.5*(_attack*_attack); attackVelocity=_accelerate*_attack; //exactly same as attackDist? decayAccel=attackVelocity/_decay; sustainDist=attackDist+attackVelocity*_sustain; decayDist=decayAccel*0.5*(_decay*_decay); decayOffset=sustainDist+decayDist; angle=decayOffset-decayAccel*0.5*(time*time); accum=accum.multiply(new SFRotation (axis[i], angle)); } value_changed=accum; fraction_changed=set_fraction; } " } } Shape { appearance Appearance { material Material {
}
}
geometry IndexedFaceSet { coord DEF c0133f150 Coordinate { point [0 -.05 -.05 -.035 -.05 -.035 -.05 -.05 0 -.035 -.05 .035 0 -.05 .05 .035 -.05 .035 .05 -.05 0 .035 -.05 -.035 0 0 -.05 -.035 0 -.035 -.05 0 0 -.035 0 .035 0 0 .05 .035 0 .035 .05 0 0 .035 0 -.035 0 0 -.05 -.035 0 -.035 -.05 0 0 -.035 0 .035 0 0 .05 .035 0 .035 .05 0 0 .035 0 -.035 0 0 -.05 -.035 0 -.035 -.05 0 0 -.035 0 .035 0 0 .05 .035 0 .035 .05 0 0 .035 0 -.035 0 0 -.05 -.035 0 -.035 -.05 0 0 -.035 0 .035 0 0 .05 .035 0 .035 .05 0 0 .035 0 -.035 0 0 -.05 -.035 0 -.035 -.05 0 0 -.035 0 .035 0 0 .05 .035 0 .035 .05 0 0 .035 0 -.035 0 0 -.05 -.035 0 -.035 -.05 0 0 -.035 0 .035 0 0 .05 .035 0 .035 .05 0 0 .035 0 -.035 0 0 -.05 -.035 0 -.035 -.05 0 0 -.035 0 .035 0 0 .05 .035 0 .035 .05 0 0 .035 0 -.035 0 0 -.05 -.035 0 -.035 -.05 0 0 -.035 0 .035 0 0 .05 .035 0 .035 .05 0 0 .035 0 -.035 ]
}
normal DEF n0133f150 Normal { vector [.137 0 -.991 -.604 0 -.797 -.991 0 -.137 -.797 0 .604 -.137 0 .991 .604 0 .797 .991 0 .137 .797 0 -.604 0 0 -1 -.707 0 -.707 -1 0 0 -.707 0 .707 0 0 1 .707 0 .707 1 0 0 .707 0 -.707 0 0 -1 -.707 0 -.707 -1 0 0 -.707 0 .707 0 0 1 .707 0 .707 1 0 0 .707 0 -.707 0 0 -1 -.707 0 -.707 -1 0 0 -.707 0 .707 0 0 1 .707 0 .707 1 0 0 .707 0 -.707 0 0 -1 -.707 0 -.707 -1 0 0 -.707 0 .707 0 0 1 .707 0 .707 1 0 0 .707 0 -.707 0 0 -1 -.707 0 -.707 -1 0 0 -.707 0 .707 0 0 1 .707 0 .707 1 0 0 .707 0 -.707 0 0 -1 -.707 0 -.707 -1 0 0 -.707 0 .707 0 0 1 .707 0 .707 1 0 0 .707 0 -.707 0 0 -1 -.707 0 -.707 -1 0 0 -.707 0 .707 0 0 1 .707 0 .707 1 0 0 .707 0 -.707 -.137 0 -.991 -.797 0 -.604 -.991 0 .137 -.604 0 .797 .137 0 .991 .797 0 .604 .991 0 -.137 .604 0 -.797 ]
}
color Color { color [ 1 1 0 1 1 0 1 1 0 1 1 0 1 1 0 1 1 0 1 1 0 1 1 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .98 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 1 .02 0 ]
}
coordIndex [1 8 0 -1 1 9 8 -1 2 9 1 -1 2 10 9 -1 3 10 2 -1 3 11 10 -1 4 11 3 -1 4 12 11 -1 5 12 4 -1 5 13 12 -1 6 13 5 -1 6 14 13 -1 7 14 6 -1 7 15 14 -1 0 15 7 -1 0 8 15 -1 9 16 8 -1 9 17 16 -1 10 17 9 -1 10 18 17 -1 11 18 10 -1 11 19 18 -1 12 19 11 -1 12 20 19 -1 13 20 12 -1 13 21 20 -1 14 21 13 -1 14 22 21 -1 15 22 14 -1 15 23 22 -1 8 23 15 -1 8 16 23 -1 17 24 16 -1 17 25 24 -1 18 25 17 -1 18 26 25 -1 19 26 18 -1 19 27 26 -1 20 27 19 -1 20 28 27 -1 21 28 20 -1 21 29 28 -1 22 29 21 -1 22 30 29 -1 23 30 22 -1 23 31 30 -1 16 31 23 -1 16 24 31 -1 25 32 24 -1 25 33 32 -1 26 33 25 -1 26 34 33 -1 27 34 26 -1 27 35 34 -1 28 35 27 -1 28 36 35 -1 29 36 28 -1 29 37 36 -1 30 37 29 -1 30 38 37 -1 31 38 30 -1 31 39 38 -1 24 39 31 -1 24 32 39 -1 33 40 32 -1 33 41 40 -1 34 41 33 -1 34 42 41 -1 35 42 34 -1 35 43 42 -1 36 43 35 -1 36 44 43 -1 37 44 36 -1 37 45 44 -1 38 45 37 -1 38 46 45 -1 39 46 38 -1 39 47 46 -1 32 47 39 -1 32 40 47 -1 41 48 40 -1 41 49 48 -1 42 49 41 -1 42 50 49 -1 43 50 42 -1 43 51 50 -1 44 51 43 -1 44 52 51 -1 45 52 44 -1 45 53 52 -1 46 53 45 -1 46 54 53 -1 47 54 46 -1 47 55 54 -1 40 55 47 -1 40 48 55 -1 49 56 48 -1 49 57 56 -1 50 57 49 -1 50 58 57 -1 51 58 50 -1 51 59 58 -1 52 59 51 -1 52 60 59 -1 53 60 52 -1 53 61 60 -1 54 61 53 -1 54 62 61 -1 55 62 54 -1 55 63 62 -1 48 63 55 -1 48 56 63 -1 57 64 56 -1 57 65 64 -1 58 65 57 -1 58 66 65 -1 59 66 58 -1 59 67 66 -1 60 67 59 -1 60 68 67 -1 61 68 60 -1 61 69 68 -1 62 69 61 -1 62 70 69 -1 63 70 62 -1 63 71 70 -1 56 71 63 -1 56 64 71 -1 ]
}
} DEF s0133f150 script { url "javascript:
function seg41(v){o[4]=v;} function seg51(v){o[5]=v;} function seg61(v){o[6]=v;} function seg71(v){o[7]=v;} function seg01(v){o[0]=v;} function seg11(v){o[1]=v;} function seg21(v){o[2]=v;} function seg31(v){o[3]=v;} function eventsProcessed(){ crd.point.setByVertexTransform(dcrd, partTree, translatePart, o); nrm.vector.setByVertexTransform(snrm, partTree, blankTranslate, o); } function initialize(){ if(scrd.length==0){ scrd=crd.point; dcrd=scrd; snrm=nrm.vector; dnrm=snrm; } blankTranslate.length=translatePart.length; o.length=translatePart.length; eventsProcessed(); } " eventIn SFRotation seg41 eventIn SFRotation seg51 eventIn SFRotation seg61 eventIn SFRotation seg71 eventIn SFRotation seg01 eventIn SFRotation seg11 eventIn SFRotation seg21 eventIn SFRotation seg31 exposedField MFInt32 partTree [0 0 16 1 16 24 2 24 32 3 32 40 4 40 48 5 48 56 6 56 64 7 64 72 ] exposedField MFVec3f translatePart [0 .05 0 0 .05 0 0 .05 0 0 .05 0 0 .05 0 0 .05 0 0 .05 0 0 .05 0 ] exposedField MFRotation o [0 0 -.999414 .008315 0 0 -.999414 .008315 0 0 -.999414 .008315 0 0 -.999414 .008315 0 0 -1.000002 .199911 0 0 -1.000002 .199911 0 0 -1.000002 .199911 0 0 -1.000002 .199911 ] field MFVec3f blankTranslate [] field SFNode crd USE c0133f150 field SFNode nrm USE n0133f150 field MFVec3f scrd [] field MFVec3f snrm [] field MFVec3f dcrd [] field MFVec3f dnrm [] } DEF timeSensor TimeSensor { cycleInterval 4 loop TRUE } DEF rotAccelerator RotAccelerator { fracMult 4 init 0 0 1 -.2 axis [0 0 1 0 0 -1 ] delay [0 2 ] accelerate [.4 .4 ] attack [1 1 ] sustain [0 0 ] decay [1 1 ]
} USE rotAccelerator DEF timeSensor2 TimeSensor { cycleInterval 4 loop TRUE startTime 1 } DEF rotAccelerator2 RotAccelerator { fracMult 4 init 0 0 1 -.2 axis [0 0 1 0 0 -1 ] delay [0 2 ] accelerate [.4 .4 ] attack [1 1 ] sustain [0 0 ] decay [1 1 ]
} USE rotAccelerator2 ROUTE timeSensor.fraction_changed TO rotAccelerator.set_fraction ROUTE rotAccelerator.value_changed TO s0133f150.seg01 ROUTE rotAccelerator.value_changed TO s0133f150.seg11 ROUTE rotAccelerator.value_changed TO s0133f150.seg21 ROUTE rotAccelerator.value_changed TO s0133f150.seg31 ROUTE timeSensor2.fraction_changed TO rotAccelerator2.set_fraction ROUTE rotAccelerator2.value_changed TO s0133f150.seg41 ROUTE rotAccelerator2.value_changed TO s0133f150.seg51 ROUTE rotAccelerator2.value_changed TO s0133f150.seg61 ROUTE rotAccelerator2.value_changed TO s0133f150.seg71 |
Your are lucky , Thyme did it for you ! Thyme is God , yes , and seamless is his Son ) Have a great day Thyme , all that is copyrighted here for you , dont be afraid , we are only 108 able to see the files )
Last edited by alain on Mon 14 Sep - 20:51; edited 1 time in total |
|  | | isa +2000


Number of posts: 6950 Localisation: INDRE ET LOIRE Registration date: 2005-04-19
 | Subject: Re: Seamless Sun 12 Jun - 9:47 | |
| HOULA ! Il faut faire tout ca? avant d'avoir ce résultat? d'une queue de chat qui bouge? ou un vers ? ben dit dont , quel boulot !!! les couleures sont chouettes en tout cas ... thank thymes to see we your work  isa |
|  | | thyme +200


Number of posts: 332 Localisation: Australia Registration date: 2005-04-24
 | Subject: Re: Seamless Tue 14 Jun - 14:04 | |
| Hi Isa, Alain and all Louise friends  Sorry I been slow to reply I been really busy just the last few days teaching seamless to be able to pass parameters to a function and return a value from the function in C++ code. Also I made it so local variables can be initialised. This was a little tricky because I had to simulate a stack pointer how ever this is not such an alien thing for me because when I use to write everything in assembly code before I knew what C++ was, life often revolved around playing about with such delights as pushing registers onto a stack and popping them off the stack so its kind of been nice revisiting this stuff after a good many years  . Sorry if this is really boring stuff to most but just talking about this has got me all fired up  The sort of code I am talking about calling a subroutine that seamless 2.084 (unreleased) can now do is this: | Code: | S_Float doSomething(S_Float a, S_Float b) { S_Float c = 4; S_Float d = -2; b = b + c + 1 - 5 + d; return a + b; }
void begin() { S_Float e = 3; S_Float f = doSomething( 2, e ); }
|
Ok does this C++ code look so alien? Can anyone reply with a answer to what the variable f will equal after the doSomething routine has been called?
Why use C++ for a script purpose instead of vrmlscript? The reason I want to use C++ is because I don't see a rational argument for why vrmlsctipt was chosen over using a subset of C++. C++ can be much more intuitive and human friendly when writing mathematical functions. For example what reads better to you (assuming all variables are vrml rotation types:
Vrmlscript code:
| Code: | a = b.multiply(c).multiply(SFRotation(1, 0, 0, 1.5708)); |
the same maths expressed in C++ taking advantage of operator overloading:
| Code: | a = b * c * S_Rotation(1, 0, 0, 1.5708); |
C++ can be compiled into very fast code on any standard C++ compiler for applications like games if the need arises.
Learning C++ to begin with means a beginner does not have to later learn a new language because the language is not up to the task.
ok back to the worm thanks Alain for posting stuff about my worm , is good to see the graph:) Hehe Alain I am pleased you are one of the few who knows how to use seamless enough to output a smls file as a wrl  But the output wrl file is way more complex than the smls source file and you don't need to understand all that script to be able to make the worm when you make a worm like this using seamless. The worm tutorial I wrote last year:
http://www.seamless3d.com/tut/worm_animation
I thought was a good way to start skin mesh animation because you start with something so basic, just 8 parts. Its not so different to standard VRML if you were using standard Transform and Shape nodes ( instead of using Seamless Part nodes). The main difference is the triangles between the parts are joined so that the triangles stretch when it animates making it look much more organic. I have written more than one tutorial for how to make this worm over the years. It started off where you only made triangles in seamless and you had to write scripts in a text editor to animate it. I can remember the early seamless pioneers Roxy and Ep managing to follow the step by step instructions I wrote but I have improved seamless a lot since those days so that it can all be done 100% in seamless and have come up with my own nodes like the RotAccelerator so that this complex movement can be achieved easily writing no scripts all one needs to do is click with a mouse and writing in a few values into the fields. I can sympathise with you Alain about wondering why people don't join in with your level of enthusiasm on things that seem so exciting. I had great hopes for this worm to teach the basics of skin mesh animation. I thought it might motivate everyone if we did the worm animation all together a lesson a day at my forum last year but I soon found it was only me who had lots of enthusiasm for wanting to understand the basic concepts for skin mesh animation. I did wonder if builders felt to intimidated to write. Just look at my forum on the worm and how many replies I had:
http://seamless3d.proboards32.com/index.cgi?board=talk
lol  Friends like Miranda and Marboro tried to support the worm lessons but most others were busy doing their own thing which is ok of course but I have to say the lack of interaction was very disappointing. I can accept not all will see things how I do in what's exciting to learn but I have trouble understanding the lack of enthusiasm for learning about this worm compared to the amount of time invested in learning how to use some other program that makes pre-made content and misses out on teaching fundamental concepts that would make the user so much richer in being freed to be creative. I have not given up yet though I think perhaps there are still other ways vertices and triangles can be presented so that they might stimulate a little curiosity  If anyone has any questions at all about this worm please don't feel intimidated, its only a worm that turned 
best wishes to everyone thyme
Last edited by on Tue 14 Jun - 15:35; edited 6 times in total |
|  | | isa +2000


Number of posts: 6950 Localisation: INDRE ET LOIRE Registration date: 2005-04-19
 | Subject: Re: Seamless Tue 14 Jun - 14:29 | |
| thymes hello how do you do? so  i must translate that because i not understand this is your work is that? i ask to Alain help me for understand  ) good days thymes  isa |
|  | | thyme +200


Number of posts: 332 Localisation: Australia Registration date: 2005-04-24
 | Subject: Re: Seamless Tue 14 Jun - 15:25 | |
| Hi Isa don't worry, some of it was written badly so I have edited and rewritten a lot of it  good day to you Isa  |
|  | | alain fondateur


Number of posts: 19532 Localisation: Dompierre sur Veyle ,France Registration date: 2005-04-19
 | Subject: Re: Seamless Tue 14 Jun - 16:05 | |
|  )  )  )  ) Thyme !!!!! was afraid you were on holidays lol but you are never  ) ( I hope I am wrong ) will try to get time to translate parts ... .....look too where we got Anastasia here !  ) with the golden piano ... |
|  | | isa +2000


Number of posts: 6950 Localisation: INDRE ET LOIRE Registration date: 2005-04-19
 | Subject: Re: Seamless Tue 14 Jun - 16:06 | |
| nono thymes Alain help people for translate in french and i can too for help you if you want  for translate your texte ok? i try, and i send you the text in french in private message ok?  isa |
|  | | isa +2000


Number of posts: 6950 Localisation: INDRE ET LOIRE Registration date: 2005-04-19
 | |  | | alain fondateur


Number of posts: 19532 Localisation: Dompierre sur Veyle ,France Registration date: 2005-04-19
 | Subject: Re: Seamless Wed 15 Jun - 6:21 | |
| Isa , écoutes , tu as vu concours "toumimi" ... Il y a des chatons , des bébés ,etc , si Thyme avait concouru ( don't try to translate that part plz , Thyme , lol ) il aurait posté ça : | Quote: | S_Float doSomething(S_Float a, S_Float b) { S_Float c = 4; S_Float d = -2; b = b + c + 1 - 5 + d; return a + b; }
void begin() { S_Float e = 3; S_Float f = doSomething( 2, e ); }
|
ya pas plus mimi pour lui ! C'est pour ça que je l'aime , pas que pour ça , mais pour ça aussi lol . Il est tout entier là dedans , corps et âme . C'est à prendre ou à laisser . Moi j'ai pris , depuis 3 ans , lol ... pas pour le C++ , j'ai pas le temps d'essayer d'y comprendre quelque chose , mais de voir un type tout entier dans sa recherche ,dans la logique de sa recherche , ça me plaît . Dans son post il parle de ça , de deux langages de programation , les 2 pouvant faire de la 3D :
| Quote: | Pourquoi employer C++ au lieu du vrmlscript? La raison qui fait que j'emploie C++ c'est parce que je ne vois pas un argument raisonnable pour justifier l'emploi du vrmlscript plutôt que de C++.
C++ peut être beaucoup plus intuitif et plus proche de l' humain pour écrire des fonctions mathématiques.
|
Après il en fait la démonstration en prennant l'exemple de l'animation de la queue du chat-vers . Il compare les 2 manières de coder et il démontre ( je ne sais pas traduire tout ça ni le comprendre , il nous faudrait un Gil , ici , je ne sais pas où il est , lui ... mais je fais confiance à Thyme , par pure amitié , pas par compétence perso ) il démontre / explique la force de sa manière d'écrire tout ça de manière à ce que ce soit faisable , intuitivement , par chacun .
"de sorte que ce mouvement complexe puisse être réalisé facilement " ...
Puis il dit
| Quote: | Je sympathise avec toi Alain quand tu te demande parfois pourquoi les gens ne se joignent pas à ton enthousiasme sur des choses qui te semblent passionnantes. J'ai eu de grands espoirs pour que ce ver enseigne les bases de l'animation .
J'ai pensé qu'elle pourrait motiver chacun s'ils suivaient le tutorial de l'animation sur mon forum , l'année dernière , mais j'ai bientôt vu que seulement moi était aussi enthousiaste à vouloir comprenne les concepts de base pour l'animation . Je me suis demandé si les constructeurs étaient intimidés pour écrire. Regardez sur mon forum combien de réponses j'ai eues: http://seamless3d.proboards32.com/index.cgi?board=talk lol A part Miranda et Marboro la plupart des autres étaient occupés à faire leur propres choses , ce qui est OK naturellement mais je dois dire que le manque d'interaction était très décevant.
Je puis accepter que tout le monde ne voit pas les choses comme je le fais dans la passion d' apprendre mais je suis déçu du manque d'enthousiasme pour cette animation , comparé à la quantité de temps investit en apprenant comment employer un autre programme qui fait des contenus pré-fabriqués et manque d' enseigner les concepts fondamentaux qui rendraient l'utilisateur tellement plus riche en étant libéré et créateur. Je n'ai pas abandonné encore et je pense qu' il reste d'autres possibilités de présentation pour stimuler une peu de curiosité . Si quelqu'un a quelques questions sur ce ver svp qu'il ne se sente pas intimidé, c'est seulement un ver qui se tord .
)
|
Dernière édition par thyme le Mar 14 Juin 2005 - 15:35, édité 6 fois
j'ai copié ce "6 fois" parce que ça veut dire que ce mec a bossé un max pour nous écrire , même plus que moi pour le traduire lol ...
argg heureusement que les profs d'arts pla foutent rien , Jo ) |
|  | | alain fondateur


Number of posts: 19532 Localisation: Dompierre sur Veyle ,France Registration date: 2005-04-19
 | Subject: Re: Seamless Wed 15 Jun - 6:34 | |
| | thyme wrote: | Hehe Alain I am pleased you are one of the few who knows how to use seamless enough to output a smls file as a wrl 
|
was it a test ?? lol ( I joke , Thyme , don't worry )
You know that one day I will able to do more .... )
pity that forum takes all my time now and more to try to translate you , Thyme ahahah I joke ) )
( indeed I like the way how you think , I want that all know ! ) |
|  | | isa +2000


Number of posts: 6950 Localisation: INDRE ET LOIRE Registration date: 2005-04-19
 | Subject: Re: Seamless Wed 15 Jun - 14:40 | |
| Merci Alain je comprends mieux maintenant le travail de thymes c'est un passionné qui veut faire partager c'est cool  ) Il s'investi pour ca ,si ca peut motiver certains pour se lancer dans ces créations c'est bien alors ...  isa FOR THYMES I TRY TO TRANSLATE : i said thyme : thank Alain i understand better what is and how you work for make worlds. you are invest in your work and you can share ( participate ) people and i think is good for motivate the created of world on the 3d thank Thymes  isa |
|  | | pf 10/20
Number of posts: 12 Registration date: 2005-04-19
 | Subject: voila isa tu as tout comprs Sun 26 Jun - 12:16 | |
| thyme a du tombé dans la 3D, et depuis il n a que l envie de faire partagé sa passion  alors c est dit, pkoi, ne pas faire un soft simple, et puissant et hop il a essayé de mettre ses capacité de tres bon programmeur au service de la 3D Et je trouve qu il y reussi superbement j aiemrai bien que qqun ici Utilise Seamless pour nous traduire les tutos de thyme qui sont en anglais  on a tous des defauts  un des mien est de en aps parlé anglais, et celui des tutos de thyme c est d etre en anglais  GOOD JOB !! THYME NO STOP A developpement of seamless  GOOD WORK THYME !! congratulation  |
|  | | Realwtl +1000


Number of posts: 1920 Registration date: 2005-04-19
 | Subject: Re: Seamless Sun 26 Jun - 12:22 | |
| Vi je vais tester seamless  Je vais essayer mais pas tout de suite, quand j'aurais le temps. I will try seamless, I will try it but not yet, when I have the time  |
|  | | alain fondateur


Number of posts: 19532 Localisation: Dompierre sur Veyle ,France Registration date: 2005-04-19
 | Subject: Re: Seamless Sun 26 Jun - 13:44 | |
| si tu changeais de pseudo pf , ce serait plus facile .............pour toi ........lol ahahahhaaahahah !!!!!!!! sans rancune ,,,,, lol  ) |
|  | | thyme +200


Number of posts: 332 Localisation: Australia Registration date: 2005-04-24
 | Subject: Immediate Tutorial Tue 28 Jun - 23:44 | |
| hi isa, pf, Realwtl Alain and all  you are all to kind  Sorry I been a bit busy lately working on adding the C++ script interpreter to seamless. I have had to re-write a lot of my earlier work after I realised my interpreter was working out the mathematical instructions back to front lol ( right to left instead of left to right) but this is now being fixed  I like much my worm animation tutorial but seamless can be used in many different ways. I believe it is one of the easiest programs to make animated models in if you only use some of the features seamless has on offer. The tutorial I wrote for seamless at the beginning of the year http://www.seamless3d.com/tut/immediate_av/I still think is a good tutorial for a beginner to start with who does not want to learn many technical concepts. The new tool bar makes the tutorial much easier especially if you can not speak English so well because icons are independent of any language  perhaps I could write a French set of tool tips for the tool bar though? I deliberately tried to keep the explanations to a minimum in this immediate tutorial and wrote it to prove seamless can be a program that is no harder to learn to use than how to learn how to use a pencil or a paint brush to make art. I think if anyone spent say 15 or 30 minutes a day at this tutorial improving their tugging skills they could make a very sophisticated avatar using only the simple ways shown here. This approach is more left to the artists than having to learn lots of technical aspects related to 3d and programming but like drawing a picture with a pencil or painting a painting with a paint brush it may not be a technical oriented way but it does take time to be able to develop the skills to make shapes and animations well, that is the computer wont do it all for you  I will try to write a French translation of this tutorial but first I want to add a few new features to seamless  In the mean time if anyone can find a place where this tutorial is hard to understand please write here ( if this is ok with Alain  ) or at my seamless forum  and I will do my best to answer your question/s best wishes all  |
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