POV-Ray : Newsgroups : povray.unofficial.patches : Mesh2 Boning suggestion : Re: Mesh2 Boning suggestion Server Time
8 Jul 2024 17:03:35 EDT (-0400)
  Re: Mesh2 Boning suggestion  
From: Christoph Hormann
Date: 30 Sep 2001 06:43:33
Message: <3BB6F833.3D1E493D@gmx.de>
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] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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