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The clock variable can be used anywhere a number can be used, so you can rotate
clock*y with no difficulty.
You might want to look into a more generalized animation technique similar to my
AniMaker file.
(http://www.spiritone.com/~english/animaker/animationbasics.html)
If the clock goes from 0 to 1 you can use the following:
#declare Start = <1,4,5>;
#declare End = <2,6,8>;
#declare Position = Start + clock * (End - Start);
This can be adapted for scaling and rotation as well.
Josh English
eng### [at] spiritone com
Reuven Weiser wrote:
> This isn't necessarily an animation specific question, but it came up in the context
of an animation, so I
> figured I'd post it here. Is there anyway to rotate a point? In case that's not
clear: I know I can rotate a
> point by saying:
> #declare POINT = <1,4,5>
> #declare POINT = POINT + <clock, clock*2, clock*3>
> or something like that. Is there any way to do a similar thing with rotation?
> Thank you.
>
> Reuven Weiser
>
> P.S. In case you're interested in the specific context and can come up with an
alternate solution - I'm making
> an animation of a juggler. I first modeled the flight and pattern of the (7) balls.
I then modeled the hands
> and forearms to follow the balls. This involved translation and rotation. Now I need
to do the upper arms (as
> cones) keeping one point as the shoulder and transforming/rotating the other end to
attach it to the end of
> the forearm, forming the elbow. If you can think of anything, please let me know.
Thanks.
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