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In regards to your number three, you can declare any number of individual
time-varying control functions with the clockmod and autoclck extensions, so
things can easily be scripted separately and run in parallel (or vice
versa).
DM
#declare ROT = (From (0, 0) To (.8, 0) To (.83, 65) To (3.0,0)) ;
#declare WRP = (From (0, 0) To (.544, 0) To_Using (2.16, .50,"L") To
(2.45,.51) To_Using (2.71, .44,"A") To (2.866, .44) To (3.0, 0) ) ;
warp {
turbulence 0.671023*WRP
octaves 10 *WRP
lambda 3.19642*WRP
omega 0.993743*WRP
}
scale <4/3, 1, 1> rotate y*ROT }
"Marvin Taylor" <pov### [at] maltasoft com> wrote in message
news:403675e8$1@news.povray.org...
> Okay, I'm really curious how people do animations in POV-Ray, especially
> those not using Moray or Poser, etc.
>
> Given that my animations are entirely written in SDL, there are tricks
> to that which I have learned (and some tricks I struggle to un-learn).
> Anyway, I'll propose some things which *I suggest* make it easier to
> script animations of complex scenes:
>
> 1) Separate the complex object definition ("character definition") from
> the motion definition ("animation script"). This will localize code and
> allow a "character" to be used in different works -- even allowing
> different scenes in the same work to be developed separately.
>
> 2) Organize the motion chronologically, not by character. This is
> important in the development process while time lines are being adjusted
> to get the action that is intended, especially when causality is to be
> implied.
>
> 3) Allow exceptions to suggestion #2, so that things which are not
> interrelated can be scripted separately, but happen in parallel.
>
> Comments?
> Marvin
>
> PS: I'm familiar with ClockMod, but don't see how it could implement #2
> or #3, and #1 isn't trivial.
>
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