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in article 403675e8$1@news.povray.org, Marvin Taylor at
pov### [at] maltasoftcom wrote on 2/20/04 3:02 PM:
> 1) Separate the complex object definition ("character definition") from
> the motion definition ("animation script"). This will localize code and
> allow a "character" to be used in different works -- even allowing
> different scenes in the same work to be developed separately.
> 2) Organize the motion chronologically, not by character. This is
> important in the development process while time lines are being adjusted
> to get the action that is intended, especially when causality is to be
> implied.
I'm doing it the way those chumps in Hollywood do it; namely, I create the
set/location and shoot all the scenes that occur there, regardless of what
sequence the shot comes in.
For each shot, or "scene" (how I refer to it), I have one "main.pov" file,
which holds all the actors/sets/props include files & master debug control.
Example:
#include "colors.inc"
#include "danRand.inc"
#include "spline.mcr"
#include "danInc.inc"
#include "danAnim.inc"
//background { color White }
//-------------------------------
// GLOBAL SETTINGS
//-------------------------------
global_settings {
max_trace_level 5 // SET TO 8 FOR FINAL
}
//-------------------------------
// GLOBAL CONSTANTS
//-------------------------------
#declare DEBUG = 1;
#declare DEBUG_TEXT = 2;
#declare DONT_SHOW = 3;
#declare FINAL = 4;
#declare PC = 1;
#declare MAC = 2;
//-------------------------------------
// INCLUDE PROPS/SCENERY/ACTORS
//-------------------------------------
#include "work_room.txt"
#include "desk.txt"
#include "robot_1.txt"
#include "robot_4.txt"
//------------------------------
// SET THE MODES
//------------------------------
#declare HERO_ROBOT_MODE = DEBUG_TEXT;
#declare DRONE_ROBOT_MODE = DEBUG_TEXT;
#declare FLOOR_MODE = DEBUG;
#declare LEFT_WALL_MODE = DEBUG;
#declare REAR_WALL_MODE = DEBUG;
#declare CEILING_MODE = DONT_SHOW;
#declare DESK_MODE = DEBUG;
#declare SCREEN_MODE = FINAL;
#declare CAMERA_OVERHEAD = false;
#declare SPLINE_PATH_DEBUG = false; // flag for showing spline paths
#declare COMPUTER_MODE = MAC; // PC, MAC
//-------------------------------
// INCLUDE CONTROLS
//-------------------------------
#include "work_room_control.txt"
#include "hero_control.txt"
#include "drone_1_control.txt"
#include "drone_2_control.txt"
//-------------------------------
// LIGHTS
//-------------------------------
#include "light_control.txt"
//-------------------------------
// CAMERAS
//-------------------------------
#include "camera_control.txt"
Each of the "control" includes hold more include files; they control the
motion/movement of the character's or prop's individual components, like
arms, eyes, & so forth.
The MODE variables control the appearance of the character/prop during
production. When I'm modelling, I rig the models with simple shapes that
the final object is based on (I'd show a picture, but binaries are frowned
upon here). I also create a simple texture ( pigment { color rgb 1}) that I
use for default. This speeds up the renderings when I'm in the process of
working out motion, splines, etc...
> PS: I'm familiar with ClockMod, but don't see how it could implement #2
> or #3, and #1 isn't trivial.
>
I don't use ClockMod (or even clock) - I base it off frame_number. I always
shoot at 24 fps (shooting on ones). Granted, it would be a huge pain in the
arse if I have to convert to 25 or 30 (or 29.97), but I haven't had an issue
with that so far (*knocks on wood*).
----------
Dan
Goofy Graffix - http://www.huntel.net/goofygraffix
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