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Perhaps I'm missing something obvious, or as is most likely my
limitations in mathematics are hampering me from implimenting such
myself, but it seems like some kind of animation path statements would
be handy in povray.
What the heck do I mean?
Um....
You all are familiar with the interpolations along points in sor, lathe,
etc I assume? Well, imagine being able to specify a set of xyz
coordinates for your camera (or other objects) and have their positions
interpolated for you based on the 'clock'.
Was thinking about that last night while setting up a (flying and
swooping) animation sequeunce. Be best I guess if it worked not only on
camera but other objects, so maybe, um, 'translate_path' and
'rotate_path'.
Something like....
translate_path {
[0, <0,0,0>]
[.5, <0,0,10>]
[1, <10,0,10>]
}
The first value is based on clock. If added to 'camera' this would
cause animation to move straight ahead through the first half, then
move right for the last half. Ie, a 90 right angle.
You could add a rotate path to change the direction you were looking of
course.
See what I'm getting at?
oh, well.
danke,
--min
--
Lewis A. Sellers: writer and contract Multimedia Website Developer
mailto:lse### [at] usitnet (The Fourth Millennium Foundation)
http://www.public.usit.net/lsellers/ & http://www.fourthfoundation.com
http://brain-of-pooh.tech-soft.com/users/critters/bios/sellers_lewis.html
You can bug the living bejesus out of me live on ICQ @ 491461
(If I don't get back to you within a month, I'm out of prozac in some
dark corner somewhere screaming things quite unintelligable but -- most
curiously -- thick with a sumerian accent.)
"The comedy is over" -i pagliacci
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