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Oops, sorry, I neglected to point out that an INI file is needed (or
command-line switches) telling the animation to use the clock for a frame
count, not frame numbers (still use frames though). As in:
Initial_Clock=0
Final_Clock=59
for a 60 frame animation.
Or +ki0 +kf59 command-line style.
And then #declare FC=clock in your scene file.
This neccessitates a new clock value for getting back to a regular old clock
of 0 to 1 however.
#declare _C_ = clock/59
is how I do it. This is basically Ronald L. Parkers suggestion below.
It does get messy as you can plainly see, especially if other parameters are
wanted for frame count (start/end too), clock values, etc.
Trying to make a clock 0 to 1 in the usual way and telling your scene file to
use a int(clock*60) is a possibility but I don't trust the math.
Hope your on your way well enough now ;)
Message <3665ed20.102278195@news.povray.org>, Ronald L. Parker typed...
>
>On Wed, 2 Dec 1998 20:56:50 -0000, "Andrew Cocker"
><and### [at] acocker freeserve co uk> wrote:
>
>>I want to use
>>
>>#switch (FC)
>>
>>where frame count FC=frame number
>>
>>but how do I #declare FC to equal whatever frame the animation is rendering
>>at any one point, ie on frame 45 - FC=45.
>
>
>I think you can use
>
>#declare FC=clock/clock_delta + StartingFrameNumber
>
>assuming your clock goes from 0 to 1, but you'll have
>to set StartingFrameNumber yourself.
>
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.html
=Bob
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