Hi Oleg: please can you send me the initial cd for your project. -- Karl >From oleg@bayborodin.com Tue Nov 16 16:48:32 1999 >Reply-To: "Oleg Bayborodin" >From: "Oleg Bayborodin" >To: "Karl Lieberherr" , > "Doug Orleans" >Subject: COM 3360 project >Organization: Orbaz Technologies, Inc. > >This is a multi-part message in MIME format. > >------=_NextPart_000_000A_01BF3052.695346A0 >Content-Type: text/plain; > charset="iso-8859-1" >Content-Transfer-Encoding: quoted-printable > >=20 >Particle Studio is the last project I've worked on in Digimation, Inc. = >I'd like to use Demeter/Java tools to create a prototype of = >"event/element" engine for non-linear event tree.=20 >Current release of Particle Studio can only handle "linear-type" event = >tree. The next release should have "divergence/convergence" for particle = >threads, giving event trees with complex branches. Demeter/Java allows = >us to create engine prototype to test particles' "pipeflow". > >Technical Background: > >Particle Studio is a plug-in for 3D Studio MAX - 3D modeling and = >animation package for Windows NT. This plugin works by using an event = >driven paradigm. Normally, when you create a particle system in 3D = >Studio MAX 2.5, you define a set of parameters at the beginning of the = >particle system. Then, you control the particle system over time by = >either altering those parameters, or by using space warps or other = >tools. While this is effective, it can be tedious and limiting when it = >comes to creating complex, or even simple particle systems. > >Particle Studio's event driven paradigm breaks the particle system up = >into time based events. At any given time over the life of the particle = >system, you can define a new event, and a new set of parameters for that = >event. For example, with Particle Studio, you can enable or disable = >space warps at any point along the life of the particle system. This is = >accomplished by simply defining a new event that contains both a time = >element to define when the event happens and a space warp activation = >element to define whether or not the selected space warp becomes = >activated or deactivated at that point.=20 > >The event driven system can be considered to be similar to keyframing. = >When you create a keyframe in an animation, you determine that you want = >to have certain objects in certain positions at a given point of time. = >When you create multiple keys at different points of time, MAX = >interprets the animation in the intervening frames. With an event = >driven particle system, you define the particle parameters for set = >blocks of time, called event blocks. Each event block is comprised of = >two or more elements. Particle Studio interprets how the particles will = >react between the different event blocks and their elements. > > Sincerely, > >Oleg Bayborodin. > > >------=_NextPart_000_000A_01BF3052.695346A0 >Content-Type: text/html; > charset="iso-8859-1" >Content-Transfer-Encoding: quoted-printable > > > >http-equiv=3DContent-Type> > > > > >
 
>
Particle Studio is the last project I’ve = >worked on in=20 >Digimation, Inc. I’d like to use Demeter/Java tools to create a = >prototype of=20 >“event/element” engine for non-linear event tree.
>

Current release of = >Particle=20 >Studio can only handle “linear-type” event tree. The next = >release should have=20 >“divergence/convergence” for particle threads, giving event = >trees with complex=20 >branches. Demeter/Java allows us to create engine prototype to test = >particles’=20 >“pipeflow”.

>

Technical = >Background:

>

Particle Studio is a = >plug-in for=20 >3D Studio MAX – 3D modeling and animation package for Windows NT. = >This plugin=20 >works by using an event driven paradigm.yes"> =20 >Normally, when you create a particle system in 3D Studio MAX 2.5, = >you=20 >define a set of parameters at the beginning of the particle system. >style=3D"mso-spacerun: yes">  Then, you control the particle = >system=20 >over time by either altering those parameters, or by using space warps = >or other=20 >tools.  While this is = >effective, it=20 >can be tedious and limiting when it comes to creating complex, or even = >simple=20 >particle systems.

>

Particle = >Studio’s event driven=20 >paradigm breaks the particle system up into time based events.style=3D"mso-spacerun: yes">  At any given time over the = >life of the=20 >particle system, you can define a new event, and a new set of parameters = >for=20 >that event.  For example, = >with=20 >Particle Studio, you can enable or disable space warps at any point = >along the=20 >life of the particle system.  = >This=20 >is accomplished by simply defining a new event that contains both a time = >element=20 >to define when the event happens and a space warp activation element to = >define=20 >whether or not the selected space warp becomes activated or deactivated = >at that=20 >point.

>

style=3D"FONT-FAMILY: 'Times New Roman'; FONT-SIZE: 10pt">face=3DArial>The=20 >event driven system can be considered to be similar to keyframing.style=3D"mso-spacerun: yes">  When you create a keyframe in = >an=20 >animation, you determine that you want to have certain objects in = >certain=20 >positions at a given point of time.yes"> =20 >When you create multiple keys at different points of time, MAX = >interprets=20 >the animation in the intervening frames.yes"> =20 >With an event driven particle system, you define the particle = >parameters=20 >for set blocks of time, called event blocks.style=3D"mso-spacerun: yes">  Each event block is comprised = >of two or=20 >more elements. Particle Studio interprets how the particles will react = >between=20 >the different event blocks and their elements.

>

 Sincerely,

>

Oleg=20 >Bayborodin.

> >------=_NextPart_000_000A_01BF3052.695346A0-- > >