POV-Ray : Newsgroups : povray.general : Making animatable humans : Re: Making animatable humans Server Time
7 Aug 2024 19:26:36 EDT (-0400)
  Re: Making animatable humans  
From: Gilles Tran
Date: 2 Jul 2001 04:24:55
Message: <3B402FE2.81761D7@inapg.inra.fr>

> You can animate in Poser, and with a bit (actually, a lot) of work you 
can
> even render the animations in POV.  You'll have to export every single 
frame
> as a OBJ file, convert them using a program such as 3DWin, edit all the

> resulting include files and get the textures right, etc.  But it *can* 
be
> done.
It's a little bit easier than that, actually, since all the resulting
meshes (usually) share the same texture definition. It must be defined
only once in the main pov file, like for a single mesh. The most
difficult part is to get the right correspondance between the frame
numbers and pov clock.
#declare Frame_number=*** // "01","02"..., can be a function of clock
#declare T_*** = texture{***} // put the global mesh textures here
#declare Fname= concat("mymesh",frame_number,"_o.inc") // creates the
file name for this frame
#include Fname // call the mesh file

G.





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