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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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