Nubies' Corner
Digital Audio can be one of the most
confusing operations on a Mac, but with the right set of external
speakers, a sub-woofer, and a basic understanding, the sky is the
limit. If you can do it in analog, you can do it in digital, and then
some.
(MIDI and other assembly formats such
as MOD, S3M, and others will be discussed in a later issue).
There are four primary factors to an
audio codec. A codec is a master print of of the way an audio
waveform is stored digitally. The format most encounter is "straight
audio" on CD's. Straight audio pretty much says what it is, a direct
time segment representation of the audio waveform. In each segment,
the waveform has an entry value and an exit value (the entry value of
the next segment). Hence, each segment is defined by its single
digital value. When represented on a graph, a straight line connects
the points.

As the time point shrink (which is hardware limited, check your specs, though in most uses, the hardware is more than up to the task), the straight lines between points become shorter and more frequent. The more the points are defined, the closer to the the original analog waveform the pattern represents.

44KHz is the industry standard clock
time for time segment definition, which is called "sampling rate".
22KHz is not as crisp, but it takes less memory, and occupies the
high end of the onboard sound systems. The low end is the even more
economical 11KHz sampling rate. Even lower rates are used for sound
transfer on the net, such as Netscape's module AIM, RealAudio, and
some others who want to stream audio unbroken content over the
net.
In essence, one second of uncompressed
straight audio has 44,100 bytes of information that pertain only to
the waveform. One minute of audio contains 2,646,000 bytes of
information per track. Stereo, 5,292,000 bytes per minute.
As the time base can vary the segment
length of the horizontal axis of the graph, the number of bits per
byte can change the segment length in the vertical axis, making more
value choices available. As a rule, the number of bytes come in 8 bit
chunks. 8 bit, 16 bit, and 32 bit sound are the most common. CD audio
uses 16 bit. This means that one minute of CD stereo audio uses
10,584,000 bytes of information (10 meg a minute), and surround sound
tracks use about 20 M/min. There is also some management data moving
along with it, so the stereo CD runs about 12 meg a minute or 200K
per second.
And third, mentioned above is the
number of tracks. 32 track digital recorders eat memory for breakfast
and as between meal snacks before they even get warmed up. As an
obvious rule, the fewer the tracks, the less memory that is required.
A decent recording studio should have a minimum of 10 gig as the
staging volume for the mastering duties alone. Then there is
storage............. Pro audio requires a lot of drive space and
specialized hardware.
Fourth, the encoding/decoding schemes
(mathematical formulas for processing and storing data and making the
file size smaller) has become the big race on the net. Everyone is
looking to be the top dog in the compression race that the MP3
quagmire currently holds. MP3 is not the best, it's only the most
popular because the developers of WinAmp got lucky, and everyone else
jumped on the obvious bandwagon simply because it was the first
there. There are better codecs out there that use less than a fourth
of the size for comparable sound. They're just not the subject of a
lemming-like rush to their advantages. There are many codecs out
there just dying to be used, and the choice is not an easy one to
make when encoding. They use a wide variety of approaches, and some
work better than others. Study, record, and listen like crazy to the
differences.
So, the best popular sound format that
is universally playable is CD sound at 44KHz, 16 bit, stereo,
uncompressed. A CD can hold a little over an hour of music, about 20
radio segment length songs. The most common straight audio on the net
is WAVE (Windows native audio, .wav) at 11KHz, 8 bit, mono. Real
Audio has a usable 5.6KHz, 8 bit, mono, compressed format that has
set many standards for small package size.
However, the best audio package
that I've seen is QuickTime 4 audio using QDesign Pro 2 codec
compression that delivers 11KHz, 16 bit, mono sound in less space
than the Real Audio, and it sounds very good by net standards. At
44KHz, 16 bit, stereo, it kicks MP3 all over the place with far
smaller packages. You need to go no further than the native Mac
QuickTime Player to get the best out of it. A QDesign Pro 2 encoded
QT movie (audio track only) can rip a 40M song from a CD to less than
1.5M and present it faithfully in full 44KHz, 16 bit, stereo sound
that any platform can play using QT. The codec isn't cheap, but it's
the best out there, and people are paying notice. It's only needed to
encode, not decode, as QT handles that without any enhancement. Many
new web sites are going QT and QDesign for net streaming and doing a
great job of it, getting rave reviews by those who are set up with QT
4 to stream them. This is the format I use for my own onboard
library.
The vast array of audio formats out
there (a few hundred audio formats), which can be extremely dizzying
at times, can be pretty much summed up in the four aspects: sample
rate, byte size, tracks, and compression. Finding the right ones
takes a lot of testing, which develops the skills and knowledge that
the true digital artist must acquire along the way to earn full
credentials. Grabbing a few free all purpose players like
QuickTime,
PlayerPro, and
Sound
App can make short order of being able to play most of whatever
comes your Mac's way. Grab a bunch of the free and shareware players
and find your own favorite. As far as making it.......
The rest is iniative and learning curve
and $$$$$$. But it sure sounds sweet when you get it right.
Software
Poser Pro Pack was recently
released by Curious Labs,
inc. to augment Poser 4 to the next level.
The installation overwrites the
original Poser application and Runtime folder. Making a back up of
the original folder (especially the Runtime folder) is highly
encouraged, since many of the links to obj, textures, and other
attributes could well be negated. It takes a bit of following up,
checking all the saved .pz3 files to see what links were damaged in
the rewrite. Double checking with the installation log is the only
way to determine if the library files need replacing or the scene
files needs reassigning. Expect a transition in regard to old work in
Poser. Hence, it's best to install it right away if possible.
At first glance, the half dozen
Daz cartoon characters are the
first thing to grab the attention. I can tell that they will add
themselves to the free cartoon kids that Daz has on their site for
download. They are great characters and will no doubt see plenty of
use in advertising and on the net. But the changes are far deeper
than the cute new cartoon village.
The second item of notice is the second
interface, tabbed behind the familiar Poser 4 interface. This is the
animation workshop. Center and foremost is the bone lab, whose window
allows for assignments of parameters to the figure's digital
skeleton. The lab can set limits to the way a limb bends to
facilitate motion sequences, cutting down on the possible processing
errors. The depth of the lab is a matter for weeks of study to absorb
the nuances built into it.
Features are plentiful, including IK
chains and user default settings, rotation orders, joint parameter
assignment, and lots of bone assignment and testing tools. This is
also a great area for creating animation ready figures from scratch,
using imported .obj model parts.

Then there is the Python interface,
which brings cross-platform scripting to Poser. AppleScript might
have been easier to use, but Poser is a multi-platform applications
with parts that can be shared across platforms. Python works on any
machine and is growing as a cross-platform scripting tool. To use
Python effectively, MacPython is needed as an editor (or BBEdit,
Alpha, or whatever your favorite code writing WP happens to be.)
MacPython 2.0 (freeware), like Python for the other platforms, can be
found here. It does have
advantages when dealing with Python.
One of the major problems that I found
with Poser was having to set ambient light levels all to the same
point to avoid the default "moon shadows" that drove me crazy with
those harsh shadow lines in the skin textures at default. In the
Poser 4 interface, ambience is set for every single mesh in the
material labs. Some simple assemblies can have hundreds of objects.
Imagine setting the ambient level for every single pearl in a long
pearl necklace (posable prop), each single pearl needing to be set
for ambience, reflection, highlight, and base color. Tedium doesn't
begin to describe the process. Metacreation's greatest fault was not
putting a select all objects command in the materials lab, for base
universal scene settings.
But now Python can be used in its
incorporated interface to run scripts that can be set manually. (It's
easier than POV-Ray, so I'm cheering loudly.) The scripts can be
manually set from a template, simply entering the values for the
group on which the object(s) require in the scene, and all that is
done, saving a lot of time and thankless set up time and effort.
Until Poser reaches a more sophisticated level in its editors,
allowing better group commands, this Python scripting will be
invaluable for setting complex defaults that save the majority of the
effort that is required to bring the scenes under control.
Another new feature is the view
selection buttons on the side of the image frame that allow for the
traditional 4 way frames, front, top, side, selected camera
simultaneous views, as many of the other 3D modelers have. It also
lists the camera providing the view in the frame, something that
annoys me, since I have not been able to remove it from the frame in
user default settings. It needs to be turned off manually with every
new frame. (Something for the next update to fix, as that should be
an option, not a mandatory feature in the default.) A lot of these
new features are making a stab at bringing Poser into the same basic
interface as the rest of the 3D modelers without surrendering the
trademark Metacreation's interface that runs through RayDream,
Carrara, Bryce, Poser, etc. In many ways, it makes it more friendly
to cross-application work.
Exporting to new formats is one of the
biggies. Motion export to 3DS and Lightwave, as well as Flash, has
made Poser more of a mainstream digital animation tool, trying to
take a crack at some of the mainframe applications that have fueled
most of digital animation thus far. For the animator, the Lightwave
(5.X and 6.x) plug-in that allows it to accept Poser imports
essentially throws Poser into the TV and movie animation business.
Same with 3DS. But of more importance to web designers, it exports
Flash .fla, which can be further edited in Flash (much as Photoshop
is used for post production in regular Poser renderings). The display
settings are critical for a good flash export, as well as a good
estimate of the number of colors needed to make an acceptable
vectorization. Nonetheless, this means a lot more 3D character
animation on the web in the coming future.
Lots of little effects thrown into the
upgrade make it even better as a rendering engine.
Motion blur is the most notable, to
make it more compatible with film based cinematography.
Material animation is another new trick
with a lot of possibilities, but the interface is still hopelessly
manual oriented. Scripting will be required to use this feature
efficiently.
Animation sets have been added to
augment the Viewpoint Media Player (the new version of
Metastream).
File compression is another feature
(control in preferences) that allows for smaller .pz3 and .cr2 files,
which are labeled .pzz and .crz, which can reduce the rather sizable
file size while keeping them ready for use.
I will note that there are some
differences between Poser 4 files and Poser Pro Pack files that make
them incompatible in certain cases. It might be a wise practice to
duplicate the full Poser installation and update that, leaving the
working copy of Poser intact. Then as needed, items outfitted in
Poser 4 could be copied over to the Pro Pack folder for further
modifications and animation. Above all, save an extra copy of the
original RunTime folder, from which the original Poser set up can be
reproduced with a fresh installation of Poser. Running dual versions
can solve a number of problems, especially if one is using net
acquired models and other Runtime files.
Software
TypeStyler
is an essential Mac design tool for creating font graphics.

Long one of my favorite graphic
tools for most of my decorative text, TypeStyler takes system
installed fonts and decorates them with zone, shadow, emboss, chisel,
and many other effects, including the use of a custom user image
library. Images can be copied into the editor and used in the overlay
process, allowing for endless graphic variations.
The interface is highly
compartmentalized, with a variety of windows that can be opened as
needed. The Main window contains the current text and applied
effects. The display works vectorially, so resizing on the fly is
smooth and easy. The window can have set margins and be assembled as
a web page or printable letter, or it can be used for its parts and
exported to be discreet elements in a wide variety of formats, from
JPEG and GIF to Photoshop and TIFF and more. The main window is a
very flexible palette that holds all the necessary tools to work
efficiently and certainly. With enough RAM, it can be opened side by
side with Photoshop for sizing purposes, which is convenient with its
transparent background Photoshop layer exports.
The tool bar is a little confusing at
first for most Photoshop users, as their function is usually other
than what is expected. But once the user learns the ropes with the
tools, it's a very intuitive set up. The hardest learning what needs
to be set from the menus for the tools to work properly. But the work
habits are easy enough to remember, as they are logical. Essentially,
there is a text cursor that nails a spot on the canvas. This spot
then opens the Type Attributes window.
This is the word processing interface
where the text is edited and the other function windows can be
accessed.

When set and the okay button is pressed, the text is constructed on the main window.

Font dynamics, line kerning, line spacing, writing order (for overlap) in the Text Attribute window.

Bezier controls are available for making top and bottom paths (up to three spots).


These are the main shaping controls. The other side of the application is the Style Workshop and Style Library, where the motif is set and stored as presets.

This is where the coloration, highlighting, shadowing, expanding, pillowing, and otherwise adding some visual snap to plain font text. This is where the real impact is found. Use of images atop the font is a powerful tool, and the Custom Image Library allows users to supply their own images for use in the styling.

These are the main tools, but there
are so many more, like the fill editor, wacky shape editor,
Javascript rollerover editor, GIF animator, caps editor, and on and
on and on. Combined with a hefty copy of Photoshop as an image
editor, virtually any motif can be set to editable text and then set
in any image. TypeStyler expands the capacity of Photoshop well
beyond its native capacity. If you want to see examples, check my
sci-fi
title archive.
It exports transparent GIF's directly
to file, compressed and ready for posting on the net. Even without
Photoshop, it's an invaluable tool. It imports quite well into Flash,
especially if the text is color aware.
