animating text/ text following curves


    Nov 03 2006 | 3:06 pm
    Is there a way to make text follow curves/shapes, or do similar things as path text does in after effects, or livetype?
    I havent been able to find any references to this in the archive or elsewhere.
    thanks,
    hc

    • Nov 03 2006 | 4:50 pm
      Perhaps using NURBS as a stroke/curve with a a texture that moves because its texcoords are being offset with tex_plane_s/t?
      wes
      On 11/3/06, hc gilje wrote: > > Is there a way to make text follow curves/shapes, or do similar things as path text does in after effects, or livetype? > > I havent been able to find any references to this in the archive or elsewhere. > > thanks, > > hc > > >
    • Nov 03 2006 | 7:33 pm
      Can you discribe a bit more what you mean? Do you mean tracking edges of shapes and putting text at these coordinates?
      Falk Am 03.11.2006 um 16:06 schrieb hc gilje:
      > Is there a way to make text follow curves/shapes, or do similar things > as path text does in after effects, or livetype?
    • Nov 03 2006 | 9:44 pm
      no, I want to create defined curves, for instance a circle, as a path for the text, but I need to be able to change the paramaters for the curve/shape/circle. For instance a small circle growing into a bigger circle and rotating. dont know if this was clearer?
    • Nov 03 2006 | 10:30 pm
      It's pretty hard, since the text2d-3d objects "just" typeset in rows and columns. If I had to do it with 3d text, I'd start by getting each letter as a matrix from jit.gl.text3d into a Javascript, then use JS to move the matrices along the curve. Actually that's such a pain, what I'd really do is write a new external in C. Depending on your project, maybe you can render the texts in some other program and use the .obj / SVG / Flash into / under / alongside of Jitter.
      -Randy
      On Nov 3, 2006, at 1:44 PM, hc gilje wrote:
      > > no, > I want to create defined curves, for instance a circle, as a path > for the text, but I need to be able to change the paramaters for > the curve/shape/circle. For instance a small circle growing into a > bigger circle and rotating. > dont know if this was clearer? >
    • Nov 04 2006 | 12:13 am
      ok, just wanted to make sure I wasnt missing an obvious solution. It seems I will stick to my early attempts of prerendering the text animations as qt movies and use multiple gl.videoplanes to position and resize them (several text snippets happening simultaneously)
      thanks, hc
    • Nov 04 2006 | 12:37 am
      If you're prerendering stuff anyway, I don't see whay you just can't prerender a small texture strip and animate that over a nurbs surface in space. This would be much more 3d IMHO.
      wes
      On 11/3/06, hc gilje wrote: > > ok, just wanted to make sure I wasnt missing an obvious solution. It seems I will stick to my early attempts of prerendering the text animations as qt movies and use multiple gl.videoplanes to position and resize them (several text snippets happening simultaneously) > > thanks, > hc >
    • Nov 04 2006 | 12:58 am
      There's always this approach:
    • Nov 04 2006 | 1:16 am
      And since I'm on a shader roll today. Here's how you can animate it along a nurb with shaders. Keep in mind though that since these are bitmapped fonts, it will look a bit funky from far away. You may want to use mipmapped textures.
      wes
      ----------------td.offset.jxs
      animated normals
    • Nov 04 2006 | 9:34 pm
      thanks andrew and wes for your patch examples, the nurbs approach might work. the td.offset.jxs file wasnt included in the animation example, so I didnt really get to see how that would work.
      hc
    • Nov 04 2006 | 9:53 pm
      its there. view the source, its an xml file which some mail applications mistake for html
      v a d e //
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      In fact, YOU WILL NOT BE SAVED!
      On Nov 4, 2006, at 4:34 PM, hc gilje wrote:
      > > thanks andrew and wes for your patch examples, the nurbs approach > might work. > the td.offset.jxs file wasnt included in the animation example, so > I didnt really get to see how that would work. > > hc
    • Nov 04 2006 | 11:45 pm
      I read the forums from firefox, and the only thing I see in Wes
    • Nov 04 2006 | 11:52 pm
      ah, isnt being parsed into htmlspecialchars(); or something of that sort.
      Ill send it off list
      v a d e //
      www.vade.info abstrakt.vade.info
    • Nov 05 2006 | 8:56 pm
      could someone attach the shader file to a message in this thread? it'd be nice to be able to take a look at it on-forum...
      thanks in advance, jl
    • Nov 05 2006 | 9:30 pm
      Quote: jml wrote on Sun, 05 November 2006 15:56 ---------------------------------------------------- > could someone attach the shader file to a message in this thread? > it'd be nice to be able to take a look at it on-forum... > > thanks in advance, > jl ----------------------------------------------------
      hear, hear!
      tim
    • Nov 05 2006 | 10:48 pm
      On 11/5/06, Tim wrote: > > Quote: jml wrote on Sun, 05 November 2006 15:56 > ---------------------------------------------------- > > could someone attach the shader file to a message in this thread? > > it'd be nice to be able to take a look at it on-forum... > > > > thanks in advance, > > jl > ---------------------------------------------------- > > hear, hear! > > tim >
    • Nov 05 2006 | 11:02 pm
      attach