POV-Ray : Newsgroups : povray.animations : Camera Movement and Look via 1 Spline : Re: Camera Movement and Look via 1 Spline Server Time
28 Sep 2024 20:38:11 EDT (-0400)
  Re: Camera Movement and Look via 1 Spline  
From: Gwen & Emory Stagmer
Date: 23 Mar 2003 23:32:30
Message: <3E7E895D.17358184@comcast.net>
I have a Hermite curve program for POV which I use for 
animations, both camera and object:
  http://www.geocities.com/emory_stagmer/povherm

It's free and useful! ;)

Emory


Wheredragon wrote:
> 
> I have found expirementing with pov-rays utilities fun and useful,
> especially spline.
> 
> I.E.  I am making a camera "fly" around a scene with spline, as well as
> pointing it in the way it's going.
> 
> Here's the trick I use:
> 1. I define the vertex spline in intervals of 10, starting with -10 and
> ending with n+10
> 2. In camera I use this (Movement is my declared spline):
>   camera {
>     location Movement(clock)
>     look_at Movement(clock+1)
>   // All other camera settings follow
>   }
> 3. And all the other stuff goes after.
> 4. when compiling, "+ki0 +kfn +kfi0 +kffn" and watch as the camera moves
> around the path, looking in the direction you want it to go.
> 
> Of course it can be hard to figure what the path is, so I add two debug
> branches:
> 
> camera {
> #ifdef (dbg)
>   //Set camera away from the scene, and point at thw path
> #else
>   //Normal Camera Movement
> #end
> ....
> #ifdef (dbg)
>   #define Lp1=0;
>   #while (Lp1<n+1)
>     object {sphere{Movement(Lp1), 0.25} //Replace 0.25 with size if desired
>     #if (mod(Lp1,10)=0)
>       pigment{color Red} //Mark the defined spline point in red
>     #else
>       pigment{color Yellow} //Mark the spline path in Yellow
>     #end
>     }
>     #declare Lp1=Lp1+1;
>   #end
> #end
> 
> When you set dbg, and render a selected frame, the camera will point to your
> scene for a distance and reviel the spline path.


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