POV-Ray : Newsgroups : povray.newusers : Animation techniques : Re: Animation techniques Server Time
29 Jul 2024 20:26:06 EDT (-0400)
  Re: Animation techniques  
From: Richard Petersen
Date: 18 Mar 2005 15:35:26
Message: <423b3b8e$1@news.povray.org>
Reynald wrote:
 > Hi,
 >
 > For the first time since I'm using POV-ray I would like to make an
 > animation. I tried to find information about "general techniques" 
about how
 > to do it, without success.
 >
 > I know about the "clock" parameter and up to now I have tried to
 > define mathematical functions of this parameter for further use in
 > the script. But I can assume that this is not the easiest way to
 > realise an animation. The thing rapidely becomes very complexe,
 > since I want to move different mechanical parts, changing the
 > color and brightness of some heating elements, and I also want
 > to visualize some moving smoke...!
 >

To which Florian Brucker wrote:

 > There are many more include files out there to help you with special
 > animation tasks, like:
 >
 >   - Liquid Surface Simulation: http://nolights.de/download.html#LSSM
 >   - Clock modifier macros:
 >     http://www.geocities.com/SiliconValley/Lakes/1434/clockmod.html
 >
 > But after all, the clock variable is your main way to do animations
 > in POV.

When using ClockMod, I would *HIGHLY* recommend that you:

1) Define your objects within a #macro, that takes parameters for the
    characteristics you can't do outside the 'union' or 'object'
    (such as most texture changes, the angle of the fingers on a hand,
     wrist on an arm, arm on a shoulder, etc.).  For example

        #macro Scissors( ang )
           union {
               object { HalfScissors }
               object { HalfScissors rotate <180,ang,0> }
           }
        #end
    That's off the top of my head and bogus, but the idea is there:
    For a pair of scissors, there is no way to change the angle of
    the two halves after they are joined, and the macro lets this be
    simple.

2) For complex animations, either use #switch+#case statements for
    the camera locations, change of scenes, etc., or separate POV+INI
    files; the latter is probably easier.

3) Use ClockMod within these top-level POV file to implement the math
    formulas for the parameters to your object macros.

I've not see the ClockMod package for a while, but the old examples had 
all the mods embedded in the object itself, and *that* leads to a lot of 
tediousness that can be avoided almost entirely by point #1 above.

Comments?
- RP


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