; CyberTexture Peel Demo By David Ramsden ; Be sure to set the drive and path according to your system ; configuration before starting this animation. ; ; This .CTL file assumes that you have named all of the objects "TestObjc" ; (the default) and renames them automatically as it loads them in. Also, ; make sure that your objects are saved as JAY1.3D2, JAY2.3D2...JAY10.3D2 ; Hint: Try setting the camera to a different position after you've ; created the first one. ; ; Hint 2: You can save a lot of memory by mapping your Jayhawk ; horizontally. alert " CYBER TEXTURE | Peel Demo |By David Ramsden" ; Load in all of the .3D2 files and save them back out as one file load3D"a:\jay1.3D2":rename TestObjc, HAWK1 merge3D"a:\jay2.3D2":rename TestObjc, HAWK2 merge3D"a:\jay3.3D2":rename TestObjc, HAWK3 merge3D"a:\jay4.3D2":rename TestObjc, HAWK4 merge3D"a:\jay5.3D2":rename TestObjc, HAWK5 merge3D"a:\jay6.3D2":rename TestObjc, HAWK6 merge3D"a:\jay7.3D2":rename TestObjc, HAWK7 merge3D"a:\jay8.3D2":rename TestObjc, HAWK8 merge3D"a:\jay9.3D2":rename TestObjc, HAWK9 merge3D"a:\jay10.3D2":rename TestObjc, HAWK10 ; Next, we need to create the joints where the picture will be bent. ; ; Hint: If you want to try this effect on another picture, it is much ; easier if you position the joints manually. cube J1, 1: cube J2, 1: cube J3, 1: cube J4, 1: cube J5, 1 cube J6, 1: cube J7, 1: cube J8, 1: cube J9, 1 clrgrp:select J1:xlate 0,0,684 clrgrp:select J2:xlate 0,0,541 clrgrp:select J3:xlate 0,0,398 clrgrp:select J4:xlate 0,0,255 clrgrp:select J5:xlate 0,0,112 clrgrp:select J6:xlate 0,0,-31 clrgrp:select J7:xlate 0,0,-174 clrgrp:select J8:xlate 0,0,-317 clrgrp:select J9:xlate 0,0,-460 allgrp ; Save everything out to disk. saveall"a:\jayall.3d2" ; Now we start the animation and clear any trees just to be careful. rstart "a:\peel",m:draft:view s zoom 300:perspec 0:cam1 0,0,0 superview:record:record:record treeclr ; Put all of the objects into a hierarchical tree treeadd HAWK1,HAWK2,HAWK3,HAWK4,HAWK5,HAWK6,HAWK7,HAWK8,HAWK9,HAWK10 ; Finally, we relate all of the "strips" together with the joints. relate HAWK2, HAWK1, J1 relate HAWK3, HAWK2, J2 relate HAWK4, HAWK3, J3 relate HAWK5, HAWK4, J4 relate HAWK6, HAWK5, J5 relate HAWK7, HAWK6, J6 relate HAWK8, HAWK7, J7 relate HAWK9, HAWK8, J8 relate HAWK10, HAWK9, J9 ; Now we animate them. It starts with rotating just the last object ; (the feet of the JayHawk). Then, it rotates the last one again and ; the next object... and this continues until all of the objects are ; rolled up into themselves. position HAWK10, 20,0,0 gosub SHOWPIC position HAWK10, 20,0,0 position HAWK9, 20,0,0 gosub SHOWPIC position HAWK10, 20,0,0 position HAWK9, 20,0,0 position HAWK8, 20,0,0 gosub SHOWPIC position HAWK10, 20,0,0 position HAWK9, 20,0,0 position HAWK8, 20,0,0 position HAWK7, 20,0,0 gosub SHOWPIC position HAWK10, 20,0,0 position HAWK9, 20,0,0 position HAWK8, 20,0,0 position HAWK7, 20,0,0 position HAWK6, 20,0,0 gosub SHOWPIC position HAWK10, 20,0,0 position HAWK9, 20,0,0 position HAWK8, 20,0,0 position HAWK7, 20,0,0 position HAWK6, 20,0,0 position HAWK5, 20,0,0 gosub SHOWPIC position HAWK10, 20,0,0 position HAWK9, 20,0,0 position HAWK8, 20,0,0 position HAWK7, 20,0,0 position HAWK6, 20,0,0 position HAWK5, 20,0,0 position HAWK4, 20,0,0 gosub SHOWPIC position HAWK10, 20,0,0 position HAWK9, 20,0,0 position HAWK8, 20,0,0 position HAWK7, 20,0,0 position HAWK6, 20,0,0 position HAWK5, 20,0,0 position HAWK4, 20,0,0 position HAWK3, 20,0,0 gosub SHOWPIC position HAWK10, 20,0,0 position HAWK9, 20,0,0 position HAWK8, 20,0,0 position HAWK7, 20,0,0 position HAWK6, 20,0,0 position HAWK5, 20,0,0 position HAWK4, 20,0,0 position HAWK3, 20,0,0 position HAWK2, 20,0,0 gosub SHOWPIC position HAWK10, 20,0,0 position HAWK9, 20,0,0 position HAWK8, 20,0,0 position HAWK7, 20,0,0 position HAWK6, 20,0,0 position HAWK5, 20,0,0 position HAWK4, 20,0,0 position HAWK3, 20,0,0 position HAWK2, 20,0,0 position HAWK1, 20,0,0 gosub SHOWPIC record:record:record:record rstop:end @SHOWPIC: load3D"a:\jayall.3D2" zoom 300:perspec 0:cam1 0,0,0 treeset HAWK1 superview:record return