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Rune wrote:
>
> A mesh object can easily be rather big. To have a separate mesh object for
> every frame in the animation is completely nuts. Furthermore, if the
> animation is handled in the mesh modeler, it becomes extremely difficult to
> integrate it into POV-Ray. How can you make sure the mesh object interacts
> correctly with its surroundings? Even the smallest tweaking means that you
> have to do several steps of conversions before you can check the result in
> POV-Ray.
>
I think you can do quite a lot with Povray's scripting features, for
example replace the vertices with macro calls like:
mesh2 {
vertex_vectors {
...
Transform1(<0.3, 0.7, 2.9>)
...
With a macro containing a vtransform(). Weighted transforms are also
possible with this method.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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