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I've always been happier with sin&cos as it allows me to make oval camera
movement very easily, as well as allowing "smooth" motion of objects ie:
#declare Fade= 1-cos(clock*2*pi)/2
object {whatever
translate z*Dist*5
}
will (obviously) slide smoothly from origin to 5*z. I just find it easier to
write it all in the same style.
Why do you find rotate to be more convenient? Simply habit or are there
advantages I'm missing?
Regards,
Simon
"Alain" <ele### [at] netscape net> wrote in message
news:470e4c9c$1@news.povray.org...
> Simon nous apporta ses lumieres en ce 2007/10/10 13:52:
>> just my easy method for doing a rovolving camera:
>>
>>
>> //this will do 1 "circuit" for the length of the animation:
>>
>> #declare DIST = 10; //Radius of loop for camera in POV units
>> camera {
>> location <DIST*sin(clock*2*pi), 5, DIST*cos(clock*2*pi)>
>> look_at 0
>> }
>>
>> hope that helps a little
>>
>> obviously, to get 2 revolutions, you would add another *2 inside the sin
>> and cos calls.
>>
>> -Simon
>>
> have you tought of using rotate?
> your camera will become:
> cemera{location<0,5,-10> look_at 0 rotate 360*clock*y}
>
> --
> Alain
> -------------------------------------------------
> I knew a girl so ugly, they use her in prisons to cure sex Offenders.
> Rodney Dangerfield
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