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On 7/30/2015 3:46 PM, Bald Eagle wrote:
>
>> What I did do was to split the animation into cyclic parts.
>> For instance if in your animation the gear turns 5 times in the time
>> frame. Then you only need to code a fifth of the revolutions and repeat
>> that continuously.
>
> Well, the problem is that it takes 7 revolutions of the drive wheel to make the
> slowest gear complete a single revolution - so I think I have to use that gear
> as the basis for my animation.
>
I would think so too.
> That gear drive a 1:1 gear, which is coupled by a shaft to a 9-tooth gear, which
> drives a 45-tooth gear. So the last gear travels 1/7 the number of revolutions
> (9/45).
>
Oh! Joy. Odd numbers and primes. :-) Maybe there are no shortcuts.
> That way you can have a faster frame rate. This will
>> mean that the angle moved each frame is smaller.
>> With your figures each frame will rotate the gear 68.108 degrees. I see
>> a problem with that.
>
> I haven't gotten that far along to the finished arrangement yet - I wanted to
> zip out a quick sparse-framed animation to take a gander at how it's coming
> along before I started coding a lot of things that might need to be changed.
>
Of course.
>> The other thing is, using Pov's cyclic animation. You don't render one
>> frame less as PovRay does the donkey work in calculating the clock
>> delta. I think that is how it works but it is a long time since I have
>> used it.
>
> I didn't think about it too much. I plugged in 36 for number of frames and set
> cyclic animation to on. POV-Ray spits out 37 frames. So be it. I could do 35
> or 34.... I think it's irrelevant - though for smoothness I'll probably render
> 180-360 frames, depending on how it looks.
>
Does it? I never noticed it spiting out n+1 frames but it has been a
long time since I used it.
> Thanks! :)
>
It's my pleasure. :)
Don't forget to post your results. I for one am interested.
--
Regards
Stephen
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