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Hej Jason,
here is what you did:
start of animation: clock=0
end of animation: clock=1
> sphere {0,1 pigment {rgb 1} scale 2*(clock+.0001) }
clock=0 scale 0.0002
clock=1 scale 2.0002
> sphere {0,1 pigment {rgb 1} scale -2*(clock+.0001) }
clock=0 scale -0.0002
clock=1 scale -2.0002
(same as above but mirrored)
> sphere {0,1 pigment {rgb 1} scale (clock+.0001)/2 }
clock=0 scale 0.00005
clock=1 scale 0.50005
> sphere {0,1 pigment {rgb 1} scale (clock+.0001)/.5 }
exactly the same as number 1, because 1/.5=2
Here is what you could do:
linear
sphere {0,1 pigment {rgb 1} scale 1-clock }
clock=0 scale 1
clock=1 scale 0
slow in the beginning
sphere {0,1 pigment {rgb 1} scale 1-clock*clock }
clock=0 scale 1
clock=1 scale 0
fast in the beginning
sphere {0,1 pigment {rgb 1} scale (1-clock)*(1-clock) }
clock=0 scale 1
clock=1 scale 0
slow in the beginning
sphere {0,1 pigment {rgb 1} scale cos(pi*clock) }
clock=0 scale 1
clock=1 scale 0
fast in the middle
sphere {0,1 pigment {rgb 1} scale 0.5+0.5*cos(2*pi*clock) }
clock=0 scale 1
clock=1 scale 0
.....
You can even further modify these examples by including the expression
after "clock" in the equation "pow(<expression>,p)" with different
values for p.
1<p => slower in the beginning, further acceleration to the end
0<p<1 => acceleration in the beginning, slowing down to the end
Or you could simply modify the range of the clock variable with the
commandline parameters "+KI" and "+KF"...
Uwe.
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