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There is a way to use bezier curves, and Chris Colefax has one avaiable
at his site at http://www.geocities.com/SiliconValley/Lakes/1434/. If you
are comfortable with a little math, you can use the following trick to
set up a bezier path:
#declare c0 = some vector; // This is the camera's starting position
#declare c1 = some other vector; // This is the first control point
#declare c2 = some third vector; // This is the second control point
#declare c3 = yet another vecotr; // This is the camera's final position
#declare c = clock;
#declare m = 1 - c;
#local cx = c0.x*pow(m,3) + c1.x*c*pow(m,2) + c2.x*pow(c,2)*m +
c3.x*pow(c,3);
#local cy = c0.y*pow(m,3) + c1.y*c*pow(m,2) + c2.y*pow(c,2)*m +
c3.y*pow(c,3);
#local cz = c0.z*pow(m,3) + c1.z*c*pow(m,2) + c2.z*pow(c,2)*m +
c3.z*pow(c,3);
Note that the camera path will not pass through points c1 and c2 most of
the time, they simply define where the path goes. You will also need to
set up a second path like this for the look_at variable. Then just add
them into the camera statement :
camera { location <cx,cy,cz>
... }
I'm working on a Cyclopedia entry for this one as well.
Charles & Paula wrote:
> I have objects (generated by a molecule viewer) only in .pov format. I
> would like to make flight paths for the camera.
> The "animsystem" is not compatible with povray 3.1 (semicolomn
> problems),
>
> Has anybody an idea to simply create an animation ?
>
> Thanks
>
> Charles
--
Josh English
eng### [at] spiritonecom
icq 1946299
"Stress is when you wake up screaming and realize you haven't fallen
asleep yet."
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