POV-Ray : Newsgroups : moray.win : Actuate.lua plugin, proof of concept (animation) : Re: Actuate.lua plugin, update Server Time
1 Jun 2024 15:31:37 EDT (-0400)
  Re: Actuate.lua plugin, update  
From: StephenS
Date: 26 Dec 2003 10:35:42
Message: <3fec554e@news.povray.org>
Actuate1a1

In Moray:
Code an object or material with the clock value.
Render scene.
Goto POV-Ray and run the ini file.
The resulting ini/inc/pov files hold the complete animation information.

The plugin will let you select/input:
Most options listed in '5.2 Options reference' of the POV-Ray help file.

When the scene is parsed the generated pov code will create/overwrite the
options to a 'filename'_actuate.ini file with file i/o directives
(#fopen,#write,#fclose). The first entery is to include 'filename'.ini (the
one generated by Moray), followed by the options you have selected.

If you are interested in taking a look at it, respond to this thread/e-mail
me asking for the link.

Actuate1a1.zip (about 36k)
  Actuate.lua (plain text file)
  testjunk_Actuate.mdl (moray file used to generate testjunk)
  testjunk.gif (animated gif, assembled with PSP7 from 15 png files)

How it works:(pov code)
A file was started in moray called testjunk_actuate.mdl
... options set ...
resulting in the following code being generated after the scene was parced
(complete rendering not required).

// Actuate001
#if (file_exists("testjunk_actuate.ini"))
  #debug"testjunk_actuate.ini file exists\n"
  #fopen Actuate "testjunk_actuate_actuate.ini" write
  #write(Actuate,"; Actuate plugin 1alpha by S. Shonfield,")
  #write(Actuate,"\ntestjunk_actuate.ini")
  #write(Actuate,"\nFinal_Frame=15")
  #write(Actuate,"\nInitial_Frame=1")
  #write(Actuate,"\nInput_File_Name=testjunk_actuate")
  #write(Actuate"\n; end Actuate")
  #fclose Actuate
#else // file does not exist
  #debug"File \"testjunk_actuate.ini\" does not exist\n"
#end

Comments welcome

Stephen


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