Cartoon Corner Comments

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Cartoon Corner Comments // Image Gallery

1  2  |  

Post by tscorpio // Jan 14, 2008, 8:43am

tscorpio
Total Posts: 84
Does talking about cartooning in TS extend to toon/cell shading?

I've always had an interest in that, but never very good results trying it....

Post by Steinie // Jan 14, 2008, 9:24am

Steinie
Total Posts: 3667
pic
tscorpio

Two things I always enjoy,

talking about all phases of Cartooning including methods.

talking to someone from my hometown (St. Louis):)

Post by Steinie // Jan 14, 2008, 10:55am

Steinie
Total Posts: 3667
pic
Well I bought JamesMc "Mayan Cereal" and found no Quetzal Prize inside...it ripped my heart out...at least the cereal was nice and crispy...:D

Post by Dragneye // Jan 14, 2008, 8:52pm

Dragneye
Total Posts: 602
pic
I get it now.... :)

Post by kena // Jan 15, 2008, 5:58am

kena
Total Posts: 2321
pic
Yes... Sometimes it helps to have both sides sometimes :D The cart was an afterthought that just came to me one day.

Post by b_scotty // Jan 15, 2008, 7:13am

b_scotty
Total Posts: 176
pic
The obvious name for the cereal should be "Quetzal Crunch!" :)

Post by tscorpio // Jan 15, 2008, 11:22am

tscorpio
Total Posts: 84
tscorpio

Two things I always enjoy,

talking about all phases of Cartooning including methods.

talking to someone from my hometown (St. Louis):)


I've tried the wmfw Toon shader, flash and Simbiant with various degrees of sucess.

Are there any guidelines for "tooning" you think?


Also - Are you still in St. Louis?

Post by tscorpio // Jan 22, 2008, 5:58am

tscorpio
Total Posts: 84
The following was taken from Wilipedia: (http://en.wikipedia.org/wiki/Cel-shaded_animation)


"In order to draw black ink lines outlining an object's contours, the backface culling is inverted to draw back-faced triangles with black-colored vertices. The vertices must be drawn multiple times with a slight change in translation to make the lines "thick". This produces a black-shaded silhouette. The back-face culling is then set back to normal to draw the shading and optional textures of the object. Finally, the image is composited via Z-buffering, as the back-faces always lie deeper in the scene than the front-faces. The result is that the object is drawn with a black outline, and even contours that reside inside the object's surface in screen space."


It makes sense after some thought. (Plus they have images of each part of the process). So now I realize that more than just a shader is needed for a complete effect.

I'm guessing that to do the process described above is beyond what is available to the script for (?)


The only way I can think to do it offhand is to have two versions of an object:


One "Normal"


The other set to all black, slightly bigger with it's normals reversed.


Render both and compose the two in Photoshop.


(??)

Post by jamesmc // Jan 29, 2008, 7:31pm

jamesmc
Total Posts: 2566
Looks like some critters have invited themselves to some creme de menthe, while the lampshade duck was on party guard duty. :D

Post by Steinie // Jan 30, 2008, 1:55am

Steinie
Total Posts: 3667
pic
"Bad Bug Juice"
http://forums1.caligari.com/truespace/showpost.php?p=58968&postcount=17



Comments:

JamesMc, remember that bottle you wanted us to test render? This party is all your fault!;)

Post by remnar // Jul 29, 2008, 3:44pm

remnar
Total Posts: 105
Your pirate fishing image stands out to me the most. Maybe it's because it seems to have the best quality compared to the other images, not that they are bad. I am not sure how to put it, it just has that "quality" or perhaps it's just the scenery. I laugh every time I look at that hairy monster with this girl in the car image.

Post by notejam // Jul 30, 2008, 6:51am

notejam
Total Posts: 191
Steine,

Your post is reminding me of something I wish would happen. Wouldn't it be great if we all created an archive of arms, legs, heads, body shapes, bug shapes, etc., that were public domain and everyone could use for cartooning?


(I have also wondered why truespace does not have typical shapes that cartooning instruction books show, such as pear shape, and ovals primitives)


I have taken all the models truespace has supplied us with over the years in versions I have, and cut them all up into parts. So now I can just glue on legs and arms, or claws etc., onto some distortion of a primitive shape, and quickly have a cartoon character after I add the bones, that I can animate. So I am wondering if Calgari will allow me to post an archive of calgari characters sliced and diced? And would persons that have developed characters, be interested in submitting their characters to be sliced and diced, and the parts put in archives so anyone can quickly make animation characters by just glue up, bone, and painting?


Its too much of a chore if we have to give credit to everyone where this leg came from, etc. So this really needs to be public domain.


Also we need persons to post permission on the forum for their character to be sliced and diced, and the parts distributed in this library. That way there is record that no, we did not swipe your legs and arms from your character, you posted it in message # and gave us permission to repost your character in any manner we choose, includding sliced and diced parts.

This helps keep the perosn posting mods to the character out of trouble, as the person posting claimed they own the character, and they posted permission to post mods/slices of that character.


So guess this would work best in a forum setting, so how does everyone feel about use of this topic for this purpose, or should there be a new topic used for it?


Probably a new forum topic, with the warning that anyone posting any characters in this forum topic has declared their character or object is public domain, and may be modified, sliced and or diced, and the results re-posted in any topic is what we need. Maybe call it the cartoon re-cycling center, grin.

Post by notejam // Jul 30, 2008, 6:57am

notejam
Total Posts: 191
Stenie, your bad bug juice looks cool. Really like it. But the bug in the air, is visually disturbing to me. I think it needs to be in a different postion, its just not working for me.

Post by Steinie // Jul 30, 2008, 11:38am

Steinie
Total Posts: 3667
pic
Stenie, your bad bug juice looks cool. Really like it. But the bug in the air, is visually disturbing to me. I think it needs to be in a different postion, its just not working for me.


Thanks for all the comments Notejam. I think the bugs hind legs are not correct and that is causing your displeasure.


I found your statement "Visually Disturbing" humorous as my thoughts drift to another of my works...


Lotta Thanks!:D

Post by notejam // Jul 31, 2008, 4:38am

notejam
Total Posts: 191
Thanks for all the comments Notejam. I think the bugs hind legs are not correct and that is causing your displeasure.


I found your statement "Visually Disturbing" humorous as my thoughts drift to another of my works...


Lotta Thanks!:D



You might just stick the bug on the wall or somewhere? A floater with no wings spread out I would compare to a basketball floating in mid air in a jym photo, or cars floating in air on the highway, it just does not look like a falling bug, without adding some motion blur effect to it.

Post by notejam // Jul 31, 2008, 4:57am

notejam
Total Posts: 191
[QUOTE=tscorpio;58384]The following was taken from Wilipedia: (http://en.wikipedia.org/wiki/Cel-shaded_animation)


"In order to draw black ink lines outlining an object's contours, the backface culling is inverted to draw back-faced triangles with black-colored vertices.


Tscorpio, there is another way to get a black line around an object.

You make both a negative and a positive image, some art programs have that option.

Then slide the images so they do not align, and that sets how wide of a line will be around the object. It does need a bit of touch up as the line will be same width in most places, but there will be some places where it will taper down. Often it looks good enough that no touch up is needed.


This is easily done with black and white photo paper, just print an image from the enlarger or contact print. Then take that paper and put it on top of another paper, and put glass on top of that, then expose to light to contact print which gives you a negative print.


Now put down a paper, put these two postive and negative prints on top and contact print them, but have the positve and negative prints mis-aligned a bit, and you end up printing a outline drawing of all objects.


This can be done also with some computer programs. I think its some of the ulead photo editor effects that often has this option of making a line drawing out of a photo.


My explanation is not too clear, just draw a postive image on a piece of paper in black, and then draw a second that is a negative of that image in green, slide them so they do not align, and look through them at the light and you will understand what I am telling you.


Or do computer printouts, and I think if you experiment a bit you might even be able to use a scanner and get that outline effect scanned back into your computer.

Post by TomG // Jul 31, 2008, 6:00am

TomG
Total Posts: 3397
You can get black lines around objects from a 3D renderer too, rather than going post process and doing it on the 2D image, in varying ways. One is for faces angled sharply to the view. This can be seen in the cartoon shaders in the real-time renderer, and in some shaders for Lightworks (in external packs or shader systems, rather than included in the install). More sophisticated edge detection is also possible, deciding where an object "ends", not sure if any of the shaders around do that (if so, it would be the CoolPowers collection for Lightworks).


HTH!

Tom

Post by Steinie // Sep 13, 2008, 7:20am

Steinie
Total Posts: 3667
pic
Thanks for all the feedback!


Stay "tooned" and keep it FUN.
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn