Christian Froeschlin wrote:
> #declare TRANSFORMS = array[42];
actually, since you have multiple objects you probably want
this to be something like
#declare TRANSFORMS = array[NUM_OBJ][NUM_TRANSFORMATIONS];
// Object 0
#declare TRANSFORMS[0][0] = transform {rotate 90*x translate 5*z};
#declare TRANSFORMS[0][1] = ...
// Object 1
#declare TRANSFORMS[1][0] = transform {rotate 40*x translate 5*z};
#declare TRANSFORMS[1][1] = ...
And in your shapes include file
#declare SHAPES = array[NUM_OBJ];
#declare SHAPES[0] = mesh {...}
#declare SHAPES[1] = mesh {...}
...
and use it as
#declare FRAME = <transformation index from "clock" or "frame_number">
#declare I = 0;
#while (I < NUM_OBJ)
object
{
SHAPES[I]
transform {TRANSFORMS[I][FRAME]}
}
#declare I = I + 1;
#end
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