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Ken wrote:
> If you take a look at the VFAQ under the section "how do I rotate the
> camera around the origin" Warp has added a section using sin/cos for
> changing a circular path to an elliptical path. Just take the code
> from the camera location section and move it into a translate function.
> Also instead of using the clock to increment the location use a while
> loop to increment the objects position.
>
>
this seems cleaner, but this doesn't seem as intuitive. I mean, how
exactly does this make things work better? (mind you, i havn't tried
this suggested method yet) The whole idea of a function is that you put
in a value and it returns another value. if these are in fact functions
describing ellipses(i assume they are, they were given and proclaimed
ellipses), then i would assume the output should look like an ellipse.
The blue one *kind of* does, the grey one not at all.
if there is something wrong with the manner in which I implemeted the
method I chose, could you please explain? i have not used macros before,
and I have never used pov in this (mathematical) way. to me though, it
feels like given a function f(theta), for a value theta the function
returns a distance from the origin. using theta and that returned value,
it should be simple to place a sphere there.
maybe I am entirely wrong, i'm just a youngin anyway.
thanks for offering help,
ross
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