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  1. #101
    I can change that PhotoShop's Avatar
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    Who is that guy so I can look to see if there are some animations already made.

  2. #102
    Believe.
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    Although, if you could make the cape move as well, then that would ing own!
    I may need help from Slomo in order to do that. I am in unchartered waters as it is using this new software, but I do like challenges. I'm surprised KING,Niagra and Slomo have not chimed in, they have been doing animations for years.

    let me get on it............It would help if I had some killer weed.
    I have cash 561-9941

  3. #103
    Believe.
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    Can one of you PC nerds hook me up also?

  4. #104
    In Manu we STILL trust! rayray2k8's Avatar
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    I may need help from Slomo in order to do that. I am in unchartered waters as it is using this new software, but I do like challenges. I'm surprised KING,Niagra and Slomo have not chimed in, they have been doing animations for years.

    let me get on it............It would help if I had some killer weed.
    I have cash 561-9941
    Thanks man, dont rush yourself, finish it until you feel satisfied with it.
    I wont pressure you like NorCal did.

    I know somebody that might be able to help you out with that, but I doubt they deliver.

  5. #105
    Believe.
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    hey hook me up also PM me I have a car!

  6. #106
    In Manu we STILL trust! rayray2k8's Avatar
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    5,635
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    Which one do I PM??

  7. #107
    Believe.
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    1,297
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    I will be up till 10:00 AM 908-1577

  8. #108
    Slovenian Master Slomo's Avatar
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  9. #109
    I can change that PhotoShop's Avatar
    Post Count
    267
    NBA Team
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    ^ Nice!


    Hey Slomo can you send me the PS file so I can see how you did that?

    And how are things in Chanda these days?

  10. #110
    Slovenian Master Slomo's Avatar
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    Sure!

    I actually did the animation in After effects. If you have it I'll send you that file as well. Anyway the PS file is in layers so you can overlay your anim of his name over my anim of the cape.

    I'll post it in 55 minutes, because I'm doing some backup right now and I can only do it when its finished.

  11. #111
    Believe.
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    1,297
    NBA Team
    San Antonio Spurs


    Dat is Tight!

    To bad your Argentina ass did not show up sooner this kid could have won the contest!





    Hey Slomo I have a question. That Cool 3D comes with limited video back grounds I want to use my own background so I can still use the Cool3D programs. Like if I copy your GIF and want to add fire or lightning it does not recognize the format.

    The files my program uses are UCD files for motion type backgrounds like this.





    Is there a way to convert my AVI and GIF files to the UCD format and do you think the program will allow any type of modifications?

    The video backgrounds seem to be standard AVI files like this.




    I am thinking maybe I can somehow shove in my in the program? or am I going in an area I need not go?

    Thanks

  12. #112
    Slovenian Master Slomo's Avatar
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    I don't know the UCD file format. I looked at my programs and couldn't find the .ucd file extension as an option for import or export. Anyway After effects in combination with image ready can generate pretty much any standard file format and most video formats. So if you would like my animation as an avi it wouldn't be a problem.

    Are you able to open after effects files (.aep)?

    Any decent program should allow you to put your own stuff as the background.

  13. #113
    Believe.
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    408
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    The file according to Google is a ...................


    http://www.google.com/search?client=...=Google+Search




    http://unicode.org/Public/UNIDATA/UCD.html


    UNICODE CHARACTER DATABASE

    I guess it means you have to use their format, maybe many programs use that so you can't take the animations in games like Quake and use them for your Avatar etc...



    Click the links if you think you can figure it out.

    http://help.avs.com/Express/doc/help...c/UCD_Form.htm




    UCD File Format

    Read_UCD module

    A UCD data structure consists of an irregular coordinate structure (or “model) made up of cells. Cells may be points, lines, quadrilaterals, triangles, tetrahedrons, pyramids, prisms, or hexahedrons. Each cell has a corresponding number of nodes. Data can be associated with the entire structure, with each cell, and with each node. The data is structured as a set of components. Each component can be either a scalar or a vector. Unstructured Cell Data is commonly used in structural analysis and computational fluid dynamics.



    Using the read UCD module

    The read UCD module reads an AVS-compatible UCD structure from a file. The file must have a .inp suffix or it will not be displayed in read ucd’s file browser. The file may be ASCII or binary.



    UCD File Format

    ASCII UCD File Format

    The input file cannot contain blank lines or lines with leading blanks. Comments, if present, must precede all data in the file. Comments within the data will cause read errors. The general order of the data is as follows



    1. Numbers defining the overall structure, including the number of nodes, the number of cells, and the length of the vector of data associated with the nodes, cells, and the model.



    2. For each node, its node*id and the coordinates of that node in space. Node*ids must be integers, but any number including non*sequential numbers can be used. Mid*edge nodes are treated like
    any other node.



    3. For each cell: its cell*id, material, cell type (hexahedral, pyramid, etc.), and the list of node*ids that correspond to each of the cell's vertices. The below table specifies the different cell types and the keyword used to represent them in the file.



    Line line

    Triangle tri

    Quadrilateral quad

    Hexahedron hex

    Prism prism

    Tetrahedron tet

    Pyramid pyr

    Point pt



    Note :



    The read ucd module only accepts integer node-ids and cell-ids. The ids do not have to be consecutively numbered. At present, model based data of UCD module is not implemented and number of model data (num-mdata) will be “0”. The material_id defines subsets of cell sets that one can use. If material_id for all cell_sets = 0 then ignored by the reader. It is safe to leave material_id = 0, if you don’t know what it means.



    4. Node based data descriptions, if present, the data vector associated with nodes, how many components that vector is divided into (e.g., a vector of 5 floating point numbers may be treated as 3 components: a scalar, a vector of 3, and another scalar, which would be specified as 3 1 3 1).



    5. For each node data component in a separate line, a component label/unit label pair, separated by a comma.


    6. For each node in a separate line, the vector of data values associated with it. This is the end of node definitions.


    7.Cell*based data descriptions, if present, then follow in the same order and format as items 4, 5, and 6.







    So this is how the ASCII UCD file will look like.



    # <comment 1>
    .
    .
    .
    # <comment n>
    1. <num_nodes> <num_cells> <num_ndata> <num_cdata> <num_mdata>
    2. <node_id 1> <x> <y> <z>
    <node_id 2> <x> <y> <z>

    .
    .
    .
    <node_id num_nodes> <x> <y> <z>
    3. <cell_id 1> <mat_id> <cell_type> <cell_vert 1> ... <cell_vert n>
    <cell_id 2> <mat_id> <cell_type> <cell_vert 1> ... <cell_vert n>
    .
    .
    .
    <cell_id num_cells> <mat_id> <cell_type> <cell_vert 1> ...<cell_vert n>
    4. <num_comp for node data> <size comp 1> <size comp 2>...<size comp n>
    5. <node_comp_label 1> , <units_label 1>
    <node_comp_label 2> , <units_label 2>
    .
    .
    .
    <node_comp_label num_comp> , <units_label num_comp>

    6. <node_id 1> <node_data 1> ... <node_data num_ndata>
    <node_id 2> <node_data 1> ... <node_data num_ndata>
    .
    .
    .
    <node_id num_nodes> <node_data 1> ... <node_data num_ndata>
    7. <num_comp for cell's data> <size comp 1> <size comp 2>...<size comp n>
    <cell*component*label 1> , <units*label 1>
    <cell*component*label 2> , <units*label 2>
    .
    .
    .
    <cell*component*label n> , <units*label n>
    8. <cell*id 1> <cell*data 1> ... <cell*data num_cdata>
    <cell*id 2> <cell*data 1> ... <cell*data num_cdata>
    .
    .
    .
    <cell*id num_cells> <cell*data 1> <cell*data num_cdata>











    Example ASCII UCD File

    The following is an example of a simple UCD file. This UCD structure has 8 nodes in 1 hexahedral cell. Associated with each node is a single scalar data value, making up one component that this person labels "stress," and specifies a "lb/in**2" unit label. There is no cell data.


    #
    # Simple AVS UCD File
    #
    8 1 1 0 0 <**8 nodes, 1 cell, 1 component of node data
    1 0.000 0.000 1.000 <**Node coordinates
    2 1.000 0.000 1.000
    3 1.000 1.000 1.000
    4 0.000 1.000 1.000
    5 0.000 0.000 0.000
    6 1.000 0.000 0.000
    7 1.000 1.000 0.000
    8 0.000 1.000 0.000
    1 1 hex 1 2 3 4 5 6 7 8 <**cell id, material id, cell type, cell vertices
    1 1 <**num data components, size of each component
    stress, lb/in**2 <**Component name, units name
    1 4999.9999 <**Data value for each node component
    2 18749.9999
    3 37500.0000
    4 56250.0000
    5 74999.9999
    6 93750.0001
    7 107500.0003
    8 5000.0001



    Binary UCD File Format



    The following describes the binary format for the UCD data files. The order in which the UCD information is different from the ASCII UCD. The general order of the binary data is as follows. The Binary UCD file format describing each consecutive chunk of bytes is described in the next page.



    1. Magic Number , number of nodes, number of cells, number of node data, number of cell data, number of model data. The magic number is the ASCII character BEL whose decimal value is 7. The number of node data is zero if no node data is present. Similarly the number of cell data is zero if no cell data is present.

    2. Number of nlist nodes. This is equal to the product of the number of cells in each cell set and

    the number of nodes present in each cell set. This is for cell topology.

    3. Cell information for each cell. The cell information contains cell_id, material_id, number of nodes , cell_ty



    · Cell id must be integers.

    · The material_id defines subsets of cell sets that one can use. If material_id for all cell_sets = 0 then ignored by the reader. It is safe to leave material_id = 0, if you don’t know what it means.

    Number of nodes is equal to number of nodes in that cell.

    Cell_type should be one of the integer specified below depending on the cell structure.



    Line 1

    Triangle 2

    Quadrilateral 3

    Tetrahedron 4

    Pyramid 5

    Prism 6

    Hexahedron 7



    4. x coordinates for nodes .y coordinates for nodes. z coordinates for nodes in an interleaved fashion. If there are n nodes, then X0, X1, X2 ….X N, Y0, Y1, Y2, ….Y N, Z0,Z1, Z2,…..Z N



    5. If there is node data :

    node data labels. Each node data label should be separated with a ‘.’ Character. The total length of the node data labels cannot exceed 1024 bytes and the 1024th byte should be a ‘0’ character.



    node data units. Each node data unit should be separated with a ‘.’ character. The total length of the node data labels cannot exceed 1024 bytes and the 1024th byte should be a ‘0’ character



    number of node components. This is the total number of components the node data contains.



    Note : The node can contain multiple components and each component may contain a scalar (veclen = 1) or a vector (veclen >1). The number of node data is equal to sum of these scalars and vectors, whereas the number of node components is equal to just the number of components in each node.



    Node component list . This is the total number of vectors and scalars a component may have. for each component.



    Minimums for node data The is the minimums for each component. Express does not compute minimums using the node data nor provide default values in binary format. The minimums are set directly using the values provided from the file.



    Maximums for node data The is the maximums for each component. Express does not compute maximums using the node data nor provide default values in binary format. The maximums are set directly using the values provided from the file.



    Node data The number of node data is the product of the number of nodes and number of node data.



    Node Active List. This has no meaning with AVS/Express but it is not redundant since the UCD reader of AVS/Express reads the data so num_cell_data number of zeros (ints) could be read.

    Note: Node active list can be omitted if only either node data or cell data is present in UDC data file.

    .

    6. Cell*based data descriptions, if present, then follow in the same order and format as described in item 5.

    Note :

    At present, model based data of UCD module is not implemented and number of model data (num-mdata) will be “0”.



    The BINARY UCD file format describing each consecutive chunk of bytes is as follows.



    1 byte - magic number. This should be 7.



    4 bytes - number of nodes. ( int )



    4 bytes - number of cells. ( int )



    4 bytes - number of node data. ( int )



    4 bytes - number of cell data ( int )



    4 bytes - number of model data ( int ) ( “0”)



    4 bytes - number of nlist nodes (for cell topology) ( int )



    (num_cells*16) bytes - cell information. ( 4 ints per cell :

    id, material id, number of nodes, cell type).



    (num_nlist_nodes*4) bytes - cell topology lists. ( ints )



    (num_nodes*4) bytes - x coordinates for nodes. (floats)

    (num_nodes*4) bytes - y coordinates for nodes. (floats)

    (num_nodes*4) bytes - z coordinates for nodes. (floats)



    If there is node data :

    1024 bytes - node data labels. (string)



    1024 bytes - node data units. (string)



    4 bytes - number of node components. ( int )



    (num_node_data*4) bytes - node component list. ( ints )



    (num_node_data*4) bytes - minimums for node data. ( floats ).



    (num_node_data*4) bytes - maximums for node data. ( floats ).



    (num_nodes*num_node_data*4) bytes - node data. (floats).



    (num_node_data*4) bytes - node data. (floats)



    If there is cell data :

    1024 bytes - cell data labels. (string)



    1024 bytes - cell data units. (string)



    4 bytes - number of cell components. ( int )



    (num_cell_data*4) bytes - cell component list. ( ints )



    (num_cell_data*4) bytes - minimums for cell data. ( floats ).



    (num_cell_data*4) bytes - maximums for cell data. ( floats ).



    (num_cells*num_cell_data*4) bytes - cell data. (floats).



    (num_cell_data*4) bytes - cell active list (ints)

  14. #114
    Slovenian Master Slomo's Avatar
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  15. #115
    Believe.
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    Dude your one smart vato are you sure your not part Asian?

  16. #116
    In Manu we STILL trust! rayray2k8's Avatar
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    Now that's the most beautiful sig I've ever seen.
    Thanks slomo and mouse.

  17. #117
    needs a margarita
    Location
    San Antonio, baby!
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    Mouse and all your alias...I'm really impressed with your skills.

  18. #118
    Believe.
    Post Count
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    I find Slomo to be very Articulate.

    hey Slomo I have this Movie file that will play with VLC player but My DVD burning software does not reconize it. Are some movies just meant to play on VLC?

    Does it have something to do with them being from another country and our software do not mate as well? You ever notice that when trying to view a file from a person that lives like in the USSR?

  19. #119
    Slovenian Master Slomo's Avatar
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    Dude your one smart vato are you sure your not part Asian?
    I'm having lunch at my mother's house tomorrow. I'll ask.

  20. #120
    Slovenian Master Slomo's Avatar
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    I find Slomo to be very Articulate.

    hey Slomo I have this Movie file that will play with VLC player but My DVD burning software does not reconize it. Are some movies just meant to play on VLC?

    Does it have something to do with them being from another country and our software do not mate as well? You ever notice that when trying to view a file from a person that lives like in the USSR?
    Yep!



    Seriously I don't know what the problem is, I don't even really know what VCL is...

  21. #121
    Believe.
    Post Count
    60
    NBA Team
    Los Angeles Lakers
    Mouse and all your alias...I'm really impressed with your skills.

    Where do you get the skill from? The program does all the work. you just pick the background and place in your Text. How hard can that be?

    next GTG I am taking you the program to Kori's house and we are going upstairs so I can show you in 15 minutes how it's done!

  22. #122
    Believe. Kimmy's Avatar
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    17
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    San Antonio Spurs
    Mouse and all your alias...I'm really impressed with your skills.
    Even me?

  23. #123
    Believe.
    Post Count
    1,297
    NBA Team
    San Antonio Spurs
    Yep!



    Seriously I don't know what the problem is, I don't even really know what VCL is...

    Sorry it's VLC

    It plays every movie or Gif no matter what the codecs are

    Hey Slomo how old was you when you did your first PS?

  24. #124
    Slovenian Master Slomo's Avatar
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    30, 31?

    Something like that. But I started doing graphics on computers when I was 22 ( I would have started earlier, but I had to wait for them Japanese to invent color graphic cards )

  25. #125
    No More Pink NorCal510's Avatar
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    slomo u are great help!

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