Intro RWX, AW University
Log for Tuesday September 22nd, 1998
Note: the models mentioned here can be seen in AWUniv at
34.5S 37.0W 2.3a 320.
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Magine: well, we might as well get started, the late arrivals can catch up :)
Builder M: Builder M?
Builder M: CB?
BuiIder M: Hi
Magine: ahem ahem :)
Cloud: whats a texmap?
BuiIder M: *Becomes silent*
BuiIder M: *Chews gum*
Magine: cloud texmap is a program for adding texture info to models....
Paul: It's a map of texas
CIoud: Cool
CIoud: heheh..lol
Blooms: silent, means, take your fingers off of the keyboard BM
Magine: so, are there any questions from last time?
Cloud: ahh  ok thanks
Cloud: not really
PauI: Very funny,Paul
Paul: yes
Builder M: Where is BM?
Builder M: The other me
Magine: paul, you had a question?
Paul: How can you make a cylinder that's visible inside and out (primative.
Builder M: huh
BJ24: Hi
Builder M: Fill me in on what i missed
PauI: No
PauI: I don`t want to
PauI: :p
Builder M: ahhhhhhhhhhhhh brb
Magine: paul,   you change the side of a primitive that's visible, by changing the sign of the radius..
Paul: How can someone be using my name?
PauI: Good question =)
Magine: when the radius is negative, the visible side of the gp. is reversed
Cloud: i have RWXMOD beta 17 is that ok?
Magine: yep, cloud, that's the last release there was of rwxmod
Jakknife: I vote we eject BM if he continues disrupting the class
CIoud: Who`s disrupting class?
Builder M: AHHHH
Cloud: ahh ok:) i thought there might be a new one because i got it last year:)
Builder M: Fill me in from last class
Magine: BM, you'll have to read the log
Builder M: Why
Magine: BM i have muted you, so i wont be able to respond to anything else you have to say
Magine: i suggest anyone else who is distracted do the same
CooIBeans: Why did you mute him?
Jakknife: thx magine
CooIBeans: WHY DID YOU MUTE HIM????
Cloud: (last question i hope) did you guyz make any object? triangle etc.
BuiIder M: Why did you mute me?
Builder M: No
Cloud: k
Magine: BM, and cool, please just settle down, we'll discuss it later if you want
Builder M: People lesten i want to learn something!
Magine: anyway, paul, to continue answering your question
Builder M: I AMM JUST MAD!
BuiIder M: I AM JUST MAD!
Builder M: Cb
Builder M: Magine go on
Magine: for instance, "cone 1 .5 6" would be visible on the outside only, and "cone 1 -.5 6" would be visible on the inside only
Magine: so to make a cone appear visible on both inside and out, you would actually create 2 cones
Cloud: umm
Paul: ok, thanks
Cloud: i only got 2 classes before, on my first RWX class, so ill try to keep up.......
BJ24: 2 cones together would look kind of scratchy,though
Builder M: Not realy
Magine: no, they wouldnt, because each one is only visible on one side
Builder M: If they are on ether side
Builder M: yea
BJ24: Oooohhh
Magine: there is also a command that will make all objects, primitives and polygons, appear with two sides....
Magine: however in my opinion the result doesn't look as good...i don't see it used much
Magine: (in fact i'm having trouble remembering the command, hehe, since i never use it...)
Magine: materialmode double, that's it
BJ24: Everyone mute me,please
Magine: you can experiment with it, just put "materialmode double" at the beginning of the file...after clumpbegin
Magine: btw, i made this polygon with an arrow around it here, (rw-cwise.rwx) to illustrate how a polygon is normally visible only from the "counterclockwise" side....
CooIBeans: Permission to disruptclass and be annoying?
Magine: you are not being very cool, coolbeans :/
BJ24: Whoa..cool waterfall andstream
Nieves: Magine to to get and object to be two sided we just use the word materialmode?
Nieves: and=an
Magine: you could try using "materialmode double"
Magine: btw, have you guys all looked at the rwapi.hlp file?
Builder M: No
Cloud: umm
Builder M: doesnt work
Carre: I have
Carre: majic commands there, :)
Cloud: im not quite sure where that iz...
Nieves: If it is the attachemente you sent , I could not open it :-(
Jakknife: yes
selda: yes
BJ24: I have to go...buh-bye
Magine: nieves, you can download it from the location i gave in the intro letter that i sent everyone
Jakknife: its a txt file nieves
Magine: (it's on cof's support page)
Magine: no, it's a help file
BJ24: bye,everyone
Builder M: bye
Cloud: bye bj
Magine: but you just click on it and windows will display it
Nieves: Can I get the web page please ( for that)
Builder M: my page
Builder M: it has a help i made
Magine: it's in the intro email i sent, i'd have to look it up.....
Magine: BM, please stop
Cloud: i cant find it
Nieves: if it is in the intro email Ishould have it
Builder M: http://www.activeworlds.com/support.html
Magine: cloud, can't find the email?
Jakknife: www.activeworlds.com/support I think
Nieves: Thanks Builder M
Magine: actually, wait, it might not be on cof's page...let me find the url then
Builder M: Your welcome
Cloud: i gound the email....
Cloud: gound=found
Magine: ah, ok, good :)
Magine: http://www.tnlc.com/rw/RW2APIHelp.zip for anyone who didn't find the email :>
Nieves: Is it the same as http://www.activeworlds.com/support.html
Magine: anyway, that help file contains all the rwx script commands, so you can use it for a reference
Magine: look in the section on "Scripting language"
Nieves: Oh yes, I know what you are talking about now I have it and have read thru it
Magine: ok, good :)
Cloud: d/l it now
Builder M: ok
Magine: ok, let me see....ay questions about translate or rotate?
Builder M: yea
Builder M: what is the code for them
Jakknife: o
Cloud: i wasnt here for rotateing
Jakknife: no
Builder M: 1st class i wasnt
Magine: ok, we'll review that a bit.....
Cloud: im going to need extra help on this stuff
Builder M: me too
Nieves: me three
Magine: an example of the rotate command would be "rotate 0 0 1 90"
Magine: technically, the first three numbers are a "vector"
Magine: or describe a vector.....which is basically a line indicating a direction
Magine: in this case, the line between the 0,0,0 coordinate and the coordinate in the rotate command
Magine: that's the "0 0 1" in this example
Magine: that line is what the model is rotated around
Magine: that's a little complicated, but in most cases you don't have to worry about all that....
Magine: the simple way of thinking about the rotate command is,
Magine: that you put a "1" for the axis you want to rotate around and a "0" for the other 2......
Paul: I have another ?
Magine: so to rotate around the x axis, you put "rotate 1 0 0 a"
Nieves: I see :-)
Magine: or the y axis "rotate 0 1 0 a" or x axis, "rotate 0 0 1 a"...where "a" is actually a number, the degrees to rotate the model
Builder M: I dont but go on
Magine: pardon me, that last one should have been "z axis=rotate 0 0 1 a"
Nieves: Have we gone over the homework yet?
Magine: these three cones illustrate what i mean
Magine: no, nieves, i will next if you want :)
Nieves: Yes, if you don't mind, I have some questions
Magine: ok, just let me finish my train of thought here :)
Nieves: ok :-)
Magine: the cone on the left, with the blue bar, shows rotation around the z axis
Magine: the z axis is the "toward-away" axis, as you should recall :)
Magine: the command for that rotation is "rotate 0 0 1 90"
Magine: 90 because the cone is rotated 90 degrees
Magine: is you put "rotate 0 0 1 -90" it would be rotated in the other direction
Magine: now the middle cone, with the red bar, is rotated around the x axis...so "rotate 1 0 0 90"
Magine: and the right cone, with the green bar, is rotated around the y or vertical axis..."rotate 0 1 0 90"
Magine: ...although with that cone you can't really tell because it's the same on all sides...
Cloud: so thats how they got on thier sides?
Magine: yes, cloud :)
Cloud: ah
Cloud: cool, now i understand:)
Magine: the rotate command affects everything in the file that follows it,
Magine: unless you surround it with "transformbegin" and "transformend"
Nieves: What does that mean then?
Cloud: then it would apply inside those
Cloud: right
Nieves: ok thanks
Magine: transformbegin and transformend are like brackets that limit the effect of translate, rotate and scale commands, to the area between the "transformbegin" and "transformend"
Magine: so if you only wanted to rotate  part of the model,
Magine: you would put,
Magine: transformbegin
Magine: rotate 0 0 1 90 # (or whatever)
Magine: cone 1 .5 8 # or whatever
Magine: transformend
Magine: ...like that :)
Cloud: ok whats that cone command?
Magine: the cone command is a graphics primitive command....you weren't here last time? :)
Nieves: Yes I dont understand the cone command either
Magine: ok,
Cloud: ya
Cloud: is that like the triangle command?
Nieves: Yes but where did you get the numbers from?
Magine: you can look these up in the rwapi.hlp, but a quick summary is...
Magine: cone <height> <width> <number of sides>
Cloud: oh vertex....
Cloud: somewhat:)
Magine: so "cone 1 .5 8" would be a cone that was 1 high, .5 wide at the base, and had 8 sides
Jakknife: What is "scale" ?
Magine: scale is another command like translate or rotate, but it is used to change the size of things
Nieves: This is probabily a really stupid question but how do you get e cone to have 8 sides?
Magine: nieves, remember that everything here is made out of polygons :) there are no curved surfaces, really
Paul: Cause there's no such thing as a circle.   Curves are made up of small sides.
Magine: let me show you what i mean...
Nieves: please Magine I can't seem to picture it
Magine: now here are our famous graphics primitives :)
Magine: they *seem* smooth and rounded...
Magine: but that's just because the "lightsampling vertex" command makes them appear that way
Magine: can everyone see them?
ombili: yes
Nieves: Yes
Magine: so they seem smooth, but actually...
Magine: ...this is what they are really like :)
Cloud: woa
Magine: without the "lightsampling vertex" , you can see the polygons that they are composed of
Magine: the cone actually has flat sides, as you can see
Blooms: yes
Nieves: But I can't understand 8 sides :-(
Cloud: the bottom of the cone
Cloud: i think
Magine: well, you see that the cone there has flat sides, right?
Nieves: Because it is round out?
Nieves: yes
Magine: maybe this will make it more clear :)
Nieves: Yes Thanks!
Carre: HI polys, hehe
Magine: i think this cone has about 12 sides
Magine: the more sides a cone has, the smoother it will appear...
Magine: if you did "cone 1 .5 4" you would get a four-sided "cone"...a pyramid! :)
Cloud: cone 1 .5 1000 hehehe
Magine: of course, the more sides it has, the longer it takes to render
Cloud: 13 secs
Magine: as you can see, each side is a triangle
Magine: does that make sense now, nieves? :)
Nieves: Perfectly Magine, thank you so very much!
Magine: ok, good :)
Magine: btw, the sphere command is a little different
Magine: instead of sides, the number refers to "density"
Magine: the higher the number the more sides, but the number doesn't equal the number of sides, so it's a little confusing perhaps
Magine: this is a sphere with density 3....you can all see it?
Carre: yes
Magine: this one, by comparison, is density 4
ombili: it`s bigger!!
Magine: no, they're the same size ombili...maybe you're closer to one :)
ombili: ok
Nieves: A sphere is the circular object?
Magine: this next one by me is densiity 2
Blooms: more density , smoother?
Cloud: i take that it takes awhile to make those
Magine: oh btw for people reading the log....these spheres are rw-sph1.rwx, rw-sph2.rwx etc
Magine: ...and the graphics primitive set with sides is rw-gpfac.rwx
Magine: with smoothed sides is rw-gpver.rwx and with wireframe is rw-gpwir.rwx
Magine: this final sphere is only density 1, and as you can see, it looks like a polyhedron more than a sphere....(rw-sph1.rwx)
Magine: nieves, yep, sphere=ball, and blooms, yes, more density=more sides
ombili: so we choose how we want the sphere to appear
Magine: yes
Magine: of course :)
ombili: :-)
Magine: let's talk a bit about lighting commands, then we'll look at homework
Carre: ok, :)
Magine: like other commands, lighting commands affect whatever follows them in the rwx script
Magine: the "surface" command is actually a combination of 3 other commands, which we can consider individually
Magine: the first is "ambient"
Magine: that determines the basic lightness or darkness of the model
B General Gilboy: helllo
Magine: hello, BGG...we're having an rwx class here...feel free to sit in if you want
Magine: these spheres (rw-amb1.rwx) show how the ambient command affects an object
Cloud: hi
Magine: the format is simple "ambient n" where n is a number from 0 to 1, with 0=no light, 1=brightest
Magine: the next lighting command is "diffuse"
Magine: it determines how light reflects off an object, in a diffuse or fuzzy way :)
Magine: this next set of spheres, rw-diff1.rwx, shows that
Magine: finally, there is "specular",
Magine: which determines how light reflects off the object  in a specular or mirror-like way
Magine: and these spheres, rw-spec1.rwx, show that
Magine: here, i'll put all 3 sets over here to compare...
Paul: You have to view them from the other side to see the effects
Magine: hm, maybe they'd look better on the other side, so you can see the sunlit side :)
ombili: yep
Magine: there
Magine: they go from 0 on the left to 1 on the right
Magine: it's kind of hard to describe exactly how they look, but you can experiment with them and get an idea....
Nieves: Ambient is the only one a see a variance in
Cloud: magine?
Magine: well, nieves, do you notice that there is a highlight on the ones with a high specular value?
Magine: yes cloud?
Cloud: i lost evyone
Cloud: did class end or somethin.....
Nieves: yes I do
Magine: no cloud, did you get disconnected? :(
Cloud: maby
Cloud: ok i c u now
Magine: we're all still here...
Magine: the ambient, diffuse and specular commands can be used individually, or all combined into one command with "surface"
Jakknife: what's the command for last on right of all three layers?
Magine: jak, the top row, rightmost sphere would be "ambient 1"
Magine: middle row, rightmost is "diffuse 1"
Magine: bottom row, rightmost is "specular 1"
Jakknife: thx ;)
Magine: the top row, middle sphere is "ambient .5" and so forth....
Builder M: Ok back i
Jakknife: got ya
Magine: an example of the surface command would be "surface .5 .4 0"
Magine: which would set the ambient value to .5, the diffuse to .4 and the specular to 0
Jakknife: can they be used alone or all together?
Magine: jak, sure, either way
Magine: you could put:
Jakknife: like : ambient 1
Magine: ambient .5
Magine: diffuse .4
Magine: specular 0
Magine: ...or you could just put
Jakknife: cool
Magine: surface .5 .4 0
Magine: ...for the same effect.
Magine: now the color command is similar...."color r g b" where r g and b are numbers that specify the red, green and blue proportion
Jakknife: but you don't have to use all three?
Magine: jak, if you leave one out, then rw assumes 0 for that value
Jakknife: ah
Magine: an example of the color command would be "color 1 0 0" to make something red, or "Color 0 1 0" for green, etc
Magine: you can use any mix you want, of course, like "color .5 .2 .9"
Magine: would be ...kind of purple i think :)
Magine: color 1 1 1 would be white, and color 0 0 0 would be black
Magine: color .5 .5 .5 is neutral gray
Magine: one final lighting command, which i've already mentioned, is "lightsampling"
Magine: which can be "lightsampling vertex" to smooth things out, or "lightsampling facet" to show the flat sides
Magine: all of these commands are cancelled out by the next command of the same type....they affect whatever follows them in the script, up to the next such command.
Magine: oh, and there is also the opacity command....which determines whether the object is solid or transparent
Magine: opacity 1 for solid, opacity 0 for totally invisible, opacity .5 for transparent, like the windows over there :)
Magine: questions?
Jakknife: what about lightsamplingb lit?
Magine: that's texturemode, not lightsampling :)
Magine: we will get into that when we get into textures, next week :)
Jakknife: ok
Carre: homework?
Magine: yes, does anyone have any homework they want to show off, or questions about how to do anything?
ombili: yes ,  how do we start and object ?
Nieves: ys
Magine: ombili, just create a text file, change the extension to ".rwx", and edit it :)
Magine: put "modelbegin" at the top
Magine: and "modelend" at the bottom
Nieves: how can w show you?
Magine: take a look at the web page for some simple examples
Magine: nieves, you can email me your model and i'll put it on the awu server
Jakknife: I did a chandelier, but couldn't get lighting right. you've clarified that problem with the surfac command
Nieves: hahahahah
Magine: ok, i'll look forward to seeing it next time, jak
Magine: what's the joke, nieves?
Jakknife: ok ;)
Magine: paul, did you want to show that drum set you made?
Nieves: It is vy si
Paul: You can put it up if you like, Magine
Magine: ok...
Nieves: PROBLE
Nieves: I HAVE TO GO I HAVE A COPUTER PROBLE
Magine: ok, nieves, i'll send you the log....
Nieves: ONLY CAPS WORK
Nieves: SORRY
Cloud: hold shift
Carre: see ya next week,  Nieves
Nieves: OK BYE :-(
Cloud: cya nieves
Magine: take care.....sounds like it could be the pepsi syndrome :>
Cloud: lol
ombili: lol
Jakknife: cool paul!
Magine: here's a drum set that paul made.....
ombili: nice
Magine: his first model without modeling software :)
Paul: I thought I was scaling it near a real drum set.
Paul: lool
Paul: lol
Magine: hehe, scaling can be difficult in aw....
Cloud: wow cool
Paul: no kidding
Magine: i guess i should finish what i was saying about the scale command :)
Magine: they are very good tho, yes
Cloud: play something for us:)
ombili: yep
Magine: but fyi....the scale command is like "scale .5  .5 .5"
Jakknife: yes explain scag, please
Magine: each number controls the scale for the corresponding axis....
Magine: the first number for left-right (x), the second for height (y) and the third for depth (z)
Magine: .5 would be half size, 2 would be double, 3 triple size, etc
Magine: and the numbers can of course be different, like "Scale 1 2 1" would make stretch something out to twice it's previous height
Magine: ...while leaving width and depth alone.
ombili: so we have to figure that out
Magine: you can also use rwxmod to scale some things, if they are single clump
Magine: if a model is multi-clump and you want to scale the whole thing, the scale command works best if you put it just after the first "clumpbegin"
Magine: ombili, to help is figuring out scale, .1=1 meter in aw
ombili: ok
Magine: i mean .1 for height, width etc of an object
Magine: not scale .1, which would shrink something to one tenth size :)
Cloud: .
Magine: question cloud?
Cloud: where do you put the scale?
Cloud: scale command
Magine: it works the same as translate or rotate, you put it before the part of the model that you want to affect....
Cloud: oh
Cloud: tx:)
Magine: it works on vertices or graphics primitives
Magine: well, i think that's just about it for this time, unless there are any last questions?
Magine: paul, shall i leave the drums here? :)
ombili: how long did that take you ?
ombili: Paul
Jakknife: any homework ? :)
Carre: please leave the drums, so kewl
Magine: homework...well, just expand on what you started last time. :)
Paul: If you like Magine.  They public domain as far as I'm concerned.
Jakknife: ok
Magine: ok, paul, cool :)
Magine: next week we will get into textures :)
Carre: Thanks Magine for  job well done, clap, clap
Magine: :)
Paul: yes ombili?
Blooms: thanks
selda: thanks
ombili: how long did that take you Paul ?
Paul: I don't know.  An hour or 2+ maybe.
Magine: ok, have fun modeling, see ya all next time :)

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