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 //
      www.vade.info
      abstrakt.vade.info
      I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I
      LIVE! I LIVE! I LIVE! I LIVE!
      You will not be saved by the Holy Ghost. You will not be saved by the
      God Plutonium.
      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