POV-Ray : Newsgroups : povray.general : an extraordinary rotation question : Re: an extraordinary rotation question Server Time
30 Jul 2024 14:18:29 EDT (-0400)
  Re: an extraordinary rotation question  
From: Chris B
Date: 26 Jun 2009 05:10:15
Message: <4a449077$1@news.povray.org>
"mysdn" <kam### [at] hotmailcom> wrote in message 
news:web.4a4480b9cfb6d60e4e47a1b0@news.povray.org...
> "Chris B" <nom### [at] nomailcom> wrote:
>> It's you. You do it!  Honest :-)
>
> Chris, I always use the box_POV_geom.inc, it's a primitive box shape sized
> 100X100X100 cm in 3d max and exported to PoseRay for use in POV.
> it has following headers, which lines below I need to pay attention to 
> rotate
> correctly.
> -----------------------------------
> //Materials
> #include "box_POV_mat.inc"
>
> //Geometry
> #declare box_unnamed_material_=mesh2{
> vertex_vectors{
> 26,
> <-49.999,-49.999,0.001>,

In this instance the geometric centre of the object is centred at the 
origin. If you move the box in 3DMax so that one corner is at the origin 
instead, you may find it easier to line everything up. This doesn't make a 
very big difference with a box as the calculations are not very complex, but 
it can make a big difference when you start to model door-handles, sinks, 
taps and other asymmetrical objects.

> I know Tim Attwood explained the math necessary, but I guess I need my 
> nose
> rubbed in it. Thank you.

I hope it doesn't come across as if I'm trying to rub your nose in it. I was 
attempting to stress stuff, but still keep the conversation light, though I 
know I quite often miss my target when attempting this.


Regards,
Chris B.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.