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"Tim Nikias v2.0" <no_lights (@) digitaltwilight.de> wrote in
news:3f64f471@news.povray.org:
> I've always done it the same way:
>
> #declare Animation_Time = [Seconds];
> #declare Animation_FPS = 25;
>
> These are two basic parameters all my newer Include-
> Files making use of animation-capabilities use. I've even
> included a small script inside my LSSM which derives
> the amount of frames from POV-Internal-Data. Based
> on FPS, it can then calculate the amount of seconds.
>
> And then, I either set my animations with values from
> 0 to 1 (beginning to end of animation) or with values
> from 0 to clock*Animation_Time (beginning to end
> of animation in seconds).
>
> Now, thats not much for HOW to actually set things
> up, but sticking to a certain, obvious style, makes
> things easier in the long run. In this case, someone
> else can easily set the LSSM and my Particle-System
> into one scene, without having to mix different kinds
> of timing systems. Also, I like to think in seconds,
> rather than animation time. Its easier to visualize.
>
> Most of the time, I do use
> #if (clock*Animation_Time < 3)
> ...
> #else
> ...
> #end
> or something alike.To have a handy value for any range,
> I simply subtract the time when something begins, and
> divide it resulting value by the timespan until the next
> event occurs.
> E.g: Animate from 3rd sec to 5th sec:
> #if (clock*Animation_Time>=3 & clock*Animation_Time<=5)
> #declare LocalClock=(clock*Animation_Time-3)/2;
> ...
> #end
>
> LocalClock will then run from 0 to 1 during those 2
> seconds, and things can be animated very easily with values
> from 0 to 1 IMHO.
I like this LocalClock idea!
I managed to find Chris Colefax's animation macros and
managing object in time is pretty simplified.
Thanks
--
Marc Champagne
marcch.AT.videotron.DOT.ca
Montreal, CANADA
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