POV-Ray : Newsgroups : povray.animations : scale an rotate : Re: scale an rotate Server Time
28 Jul 2024 10:30:38 EDT (-0400)
  Re: scale an rotate  
From: Bob H 
Date: 26 Dec 2000 20:15:38
Message: <3a4942ba@news.povray.org>
Specifically, you would be using something like this for doing ranges with the
Clock Modifier include file:

#declare clock_start=0;
#declare clock_finish=0.5; // ends where other begins
#include "clockmod.inc"
#declare Scaled=1+mclock*3; // whatever

#declare clock_start=0.5; // begins where other left off
#declare clock_finish=1;
#include "clockmod.inc"
#declare Rotated=mclock*360; // whatever

object { YourObject  scale <Scaled,Scaled,Scaled> }

camera { location <0,0,-10>
 rotate <0,Rotated,0>
 look_at 0 }


Or this using the Auto Clock macro (still need the include file in Library
path):

#include "autoclck.mcr"

object { YourObject  scale From ( 0, <1,1,1> ) To ( 0.5, <4,4,4> ) }

camera { location <0,0,-10>
 rotate From ( 0.5, <0,0,0> ) To ( 1, <0,360,0> )
 look_at 0 }

The first numbers in parentheses are the clock values you want.
Second numbers are the floats or vectors of the amounts you want changed.

Bob H.


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