POV-Ray : Newsgroups : povray.animations : Camera Spline Woes : Re: Camera Spline Woes Server Time
27 Sep 2024 18:29:21 EDT (-0400)
  Re: Camera Spline Woes  
From: Hughes, B 
Date: 7 May 2004 00:11:40
Message: <409b0c7c$1@news.povray.org>

message news:web.409aef27a6f410d525955f790@news.povray.org...
>
> Let's see if Bob Hughes can crack *this* one. :)

Oh no! I can't handle challenges! Ha ha!

> While the other 72 splines are doing their thing (over a period of 8.15
> seconds, 163 frames), the camera will be panning in this circle around the
> set - continually focused at dead center (which just happens to be 0).
> That's where things go awry. At the beginning of the render it starts out
> pointing at 0. But it never shifts focus when it starts moving around the
> circle. It keeps pointing in the -z direction, which is decidedly NOT what
> I want it to do

Oh, I see Mike Williams has responded with what appears to be the solution.
I can understand the confusion since look_at might be thought of as working
like spotlight point_at where you can scale, translate, rotate the
light_source and it'll follow the transformation. I only vaguely recall the
inner workings being discussed and apparently it was deemed that all those
camera items remain static settings, unaffected by transformations (look_at
means "look at first and forevermore based on location"). I'm not certain of
the exact reasons or if this is really true. Guessing it'd be called
"locking in" the parameters so that they work upon each other in a nice
manner (internally). But don't ask me about it, I'm only an end-user too.
;-)
I was going to ask if you used a clock of 1 to 10 to go with that spline,
but after having tried the script it looks workable in the way Mike said. Oh
yeah, and angle 67.3801 is an equivalence to the default viewing area.
:-)

> #declare CameraSpline =
>  spline {
>    quadratic_spline
>    1, <22,-240,480>
>    2, <-18,-240,330>
>    3, <-238,-240,180>
>    4, <-185,-240,-224>
>    5, <16,-240,-313>
>    6, <240,-240,-227>
>    7, <339,-240,14>
>    8, <253,-240,228>
>    9, <17,-240,347>
>    10, <-217,-240,236>
>  }
>
> Camera:
>
> camera {
>  #declare PCT = 5; // Percentage further away
>
>  location vaxis_rotate(<0,0,0> + PCT/100.0*<7,-343,480>,
>                        <-2401,-230449,-164640>,0) //<22,-240,480>
>  sky      -y
>  right    -4/3*x
>  angle    67.3801  // not sure what this is for, was there at the
beginning
>  rotate   <0,1e-5,0> // Prevent gap between adjecent quads
>  //Spline_Trans (CameraSpline, clock, -y, 0, 0)  /* not used - not sure if
> it's the right thing */
>  translate CameraSpline(clock)
>  look_at <0,0,0> // <15,103,0> // -cla
> }


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