POV-Ray : Newsgroups : povray.windows : How do I produce a Circling / Spiralling Camera animation??? : Re: How do I produce a Circling / Spiralling Camera animation??? Server Time
6 Oct 2024 03:46:00 EDT (-0400)
  Re: How do I produce a Circling / Spiralling Camera animation???  
From: Sander
Date: 28 Feb 2000 05:10:28
Message: <38ba4994@news.povray.org>
Hello Paul,

below a very simple example of a scene in which the camera rotates 360
degrees (2*pi) in 10 steps.
You can adapt the number of frames in the ini file  -  Final frame.
Only the location x and z values change with a sine and a cosine function,
the y value is constant. You can change all these values as you wish.

As a comment I include a simple ini code too; it produces 11 frames at 80x60
pixels. You can adapt this to your needs.

I hope this helps. Feel free to contact me if you have more to ask: I'll do
my best to answer

Regards,  Sander
////////////////////////////////////////////////////////////////////////////
/////////////////////////////
#include "colors.inc"
camera {
 location <1000*sin(clock*2*pi), 500, 1000*cos(clock*2*pi)>
 look_at  <0, 10, 0>
 angle       60
}

light_source {<-5000, 1500, -10000> color White*1.5 }
light_source {< 5000, 1500, -10000> color White*1.5 }
light_source {< 5000, 1500,  10000> color White*1.5 }
light_source {<-5000, 1500,  10000> color White*1.5 }

box { <-100,-100,-100>,<100,100,100> pigment {color White}}
box { <-33,-33,-33>,<33,33,33> pigment {color Red} translate <200,0,0>}
box{ <-5000,-100,-5000>,<5000,-100,5000> pigment{color <.7,.7,.7>}}


/*    this could be your ini code, making 11 frames.
[80 x 60 11pic A]
Width = 80
Height = 60
Initial_Frame = 0
Final_Frame = 10   <= change this when you want more frames!
Initial_Clock = 0.0
Final_Clock = 1.0
Output_File_Type=t
+A0.3
*/
////////////////////////////////////////////////////////////////////////////
///////////////////////////////
--
Regards,
Sander


Paul <ran### [at] freenetcouk> schreef in berichtnieuws
38b95b5e@news.povray.org...
> Yes, if you could e-mail me the code that would be great.
>
> Thanks
> Paul
>


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