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On 25/11/2012 7:05 PM, StephenS wrote:
> With focal_blur no; without, maybe.
> declare the camera output in a text string.
>
> #declare A="
> .....
> ";
> // keep under 256 characters?
>
That is the problem. I wanted to use B3D's animation system. So the
camera location changes in a non linear way as does the "look At" and
FOV. To make matters worse, the initial target is is one out of more
than 20,000 created using trace and I can't see it in the view ports.
Since B3D will not allow a FOV less than 1.0 I had to move the camera
closer for the initial shot then dolly out while zooming out.
I did manage to extract the camera information by exporting only the
camera and analysing the files in Excel but when I started to render the
animation the camera shake was horrendous. So unless someone can answer
the question when I post it in the right forum. I think that I will go
back to my pre-B3D days and write the animation code in a static scene.
>
> A sample file would be needed before going into more detail ;-)
>
Not a problem. Well once I clean up the code as I have been
experimenting with Trace and #write a lot and it is very messy. I hope
to post an animation along with an entry to TC-RTC next weekend. So
after that, if you are still interested I will tidy it up. I would like
someone to look at the BSP file as I am sure that I have made some bad
mistakes. - Multiple copies of a mesh, one to trace against and one to
render. That is not right.
BTW, I recently found a way to get a reference to a light source in a
light group. B3D will not do it but if you force the deceleration of the
light as well as making it visible in render. you can then declare it in
a Raw Script within a light group.
--
Regards
Stephen
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