POV-Ray : Newsgroups : povray.animations : Comments on Animation Scripting.... : Re: Comments on Animation Scripting.... Server Time
27 Sep 2024 18:26:19 EDT (-0400)
  Re: Comments on Animation Scripting....  
From: Dan Byers
Date: 25 Feb 2004 20:20:02
Message: <BC62A4A9.19705%goofygraffix@N-O-S-P-A-Mhuntel.net>
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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