TRexxWalk.Cyc - an Imagine 2.0 Cycle object of a TRexx walk. Note: The TRexx object has been set up to make use of Essence and Essence II textures. The Essence products are a comprehensive set of algorithmic textures which can enhance the appearance of objects rendered with Imagine. If you don't have Essence I and II, you will receive an error when you attempt to render this object. Your only solution is to load the object into Imagine's object editor, and change the surface parameters yourself... not something you'd really want to do. Get Essence... it's great! Imagine © Impulse Inc., Minneapolis, MN Essence © Apex Software Publishing, Menlo Park, CA The actual model of the TRexx object was obtained from a BBS. I believe that it originated with an Antic object disk. I have made a few minor modifications to the object, which have been noted below. For the record, I realize this isn't the best Tyrannosaurus Rexx representation. The jawline is incorrect, the neck is all wrong, and the low resolution of the object polygons leaves the model looking strickly toy-like in many respects. Missing also is the typical Tyrannosaurian head ridges, horny brow scales, and other details that modern paleontologists tell us the animals had in life. Still, from a distance, it looks pretty good. I plan to create a much more realistic Tyrannosaurian dinosaur (possibly one of the smaller cousins of the T. Rexx, such as Albertosaurus) and other "popular" dinosaurs as well, once I get better at modelling organic objects. I do pretty well with the regular solids that make up the majority of man-made objects, but that T. Rexx head is tricker than it looks at first glance!! The modifications I made were primarily in order to convert the original Sculpt .scene object into a properly heirarchical Imagine cycle object. For that task, I found PixelPro 3D an indispensable object conversion tool. A considerable amount of time was spent determining the location of each pivot joint and creating the proper groupings of objects. All limb joints flex properly, with the exception of the toes and fingers (the foot was constructed as a solid object with no joint for the toes, so I settled for the claws to be movable instead.) The neck, head, jaw, tongue, and eyes are all movable. The body is one solid mass, which includes the tail. I am reasured by modern paleontologists that the Tyrannosaurian backbone was very inflexible and that the tail would have only been slightly movable in a vertical direction, so I am going to hide the fact that I was too lazy to break these objects up with the story that it is "authentic" this way. I also made slight modifications to the rear lower jaw so that it would "flow" better with the rest of the head, and applied various textures with Essence to simulate the look of Dinosaurian skin and camoflage. I also provided this T. Rexx with a tongue. I am not at all adept at animation of organic objects, so I found the experience of determining a proper "walk" to be painful. I hope it does not look TOO goofy or stiff. I tried to loosen up the movement a bit by giving the animal's head and jaw some weight and bounce in the walk. It's my first cycle object, so be gentle! Details: In order to avoid the dreaded "moonwalk" effect, the cycle object needs to be moved a specific distance for each cycle that you ask the object to perform. The T. Rexx needs to be moved 450 Imagine units per cycle. Each cycle is one complete step from start to finish. If you want the T. Rexx to complete 4 cycles, you have to move it 1800 Imagine units in the Y direction at the same time (with reference to the object's axis). Give it less, and the animal's feet will "slip" back with each step, as if it were walking on shiny linoleum. Give it more, and the animal will appear to be sliding forward, as if it were ice-skating. Have fun. I am now in the process of creating some Cretaceous plant life to form a proper environment for the T. Rexx, and the object I will tackle after that is a Triceratops for the T. Rexx to munch on. - James Hastings-Trew