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I'm not sure about the frame numbers. But you could just use:
#if ( frame_number > 0 )
image_map { tga concat("filename",str(frame_number-1,0,0))
#end
to include the previous frame as an image map (pov defaults to appending the
frame number to the filename). If you really want to delete the earlier frames
after the render you could use a post render command in the inifile (I can't
remember the syntax, it's in the docs somewhere).
--
Tek
http://www.evilsuperbrain.com
gonzo <rgo### [at] lansetcom> wrote in message
news:web.3e2de9d6a51a66aea0c272b50@news.povray.org...
> Tek wrote:
> >
> >You could just have a scene file that said things like:
> >
> >#if ( frame_number = 3 )
> > // draw objects that only appear in frame 3
> > ...
> >#end
> >
> >Then render it as an animation, each time using the previous frame as an
> >image_map.
>
>
> My basic idea was something similar using switch statement in a loop to
> setup the objects, but I didn't want 4 images (nitpicky terminology; then
> its animation not a recursive still).
>
> So I guess there's no way to call(render) from within a scene file :(
> Actually, thinking about it, its rather obvious that a command like that in
> a loop would have serious implications for parsing...
>
> Hmmmm, does POV automatically assign frame numbers, or can I render 4 frames
> all with the same name, something like
> next_frame_number=current_frame_number (have never played with animation...
> I don't have the patience...)
>
> RG
>
>
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