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From: Martin T  Thoma
Subject: Animation at all..
Date: 21 Nov 1999 11:42:10
Message: <383820AD.2F8A@radiok2r.de>
Hi !

I'm a totally newbee in PovRay. I managed to write some easy scenens so
far. But how is animation done ? A small hint or an example would be
very helpfull..

Reagrds

Martin


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From: Ken
Subject: Re: Animation at all..
Date: 21 Nov 1999 12:31:22
Message: <38382C15.529E0DA7@pacbell.net>
"Martin T. Thoma" wrote:
> 
> Hi !
> 
> I'm a totally newbee in PovRay. I managed to write some easy scenens so
> far. But how is animation done ? A small hint or an example would be
> very helpfull..
> 
> Reagrds
> 
> Martin

In the directory that you installed POV-Ray into you will find a subdirectory
called scenes and another inside that called animate. You will find several
example files showing you how to write your scene to use the clock variable.
You will still need to activate POV-Ray's animation feature by using an
.ini file with the correct info or with command line switches. I personaly
like to use the ini file method. If you try this open the master povray.ini
file from the tools menu and add the following lines:

;clock=1
;Initial_Frame=1
;Final_Frame=20
;Cyclic_Animation = on
;Subset_Start_Frame=6
;Subset_End_Frame=9

Save the file and close it. When you need to use the animation feature
simply go in and edit the povray.ini file and uncomment out the functions
you want to use. At a minimum you will need to use the initial_frame and
final_frame option to make it work. Once you have stopped rendering your
series of frames be sure to comment out the clock variables in the ini
file. After you have rendered a series of individual frames you will
still need to compile them into the animation format that you wish to
use such as AVI or MPEG. See my links pages for programs that can help
you do this. POV-Ray has no internal ability to do this for you except
on the Macintosh platform of the program.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Nieminen Juha
Subject: Re: Animation at all..
Date: 21 Nov 1999 14:20:04
Message: <383845e4@news.povray.org>
This definitely is a VFAQ.
  I wonder why is it so hard for newbies to discover how to turn on animation?

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: Animation at all..
Date: 21 Nov 1999 14:27:48
Message: <38384738.A1442E02@pacbell.net>
Nieminen Juha wrote:
> 
>   This definitely is a VFAQ.

You are right and I am getting real tired of typing in the same reply
each time. I almost have it memorized..

>   I wonder why is it so hard for newbies to discover how to turn on animation?

I am not sure but I remember that it took me a couple of hours on my
own time before I was somewhat comfortable about setting up the right
switches and how to make an object move with script in an animation
scene file. The docs have a lot of references to the clock function
but it seldom mentions in the same place what you need to do to activate
it. I think that is where most of the confusion comes from.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Nieminen Juha
Subject: Re: Animation at all..
Date: 21 Nov 1999 14:33:20
Message: <38384900@news.povray.org>
I added your answer to the VFAQ.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Peter Popov
Subject: Re: Animation at all..
Date: 21 Nov 1999 15:51:40
Message: <hVg4OPc+lDb1uQvL3kXdLG4=9KKp@4ax.com>
On 21 Nov 1999 14:33:20 -0500, Nieminen Juha
<war### [at] punarastascstutfi> wrote:

>  I added your answer to the VFAQ.

His answer is Windows-specific in that he mentions the "Tools" menu.
The command-line switches +kfi and +kff should also be mentioned as an
alternative for all those usinf DOS, Unix or even Windows. Personally,
I find it faster, but for newbees Start_Frame is probably more obvious
that +kfi (key_frame_initial :) ). Anyway, drop a line about command
line params there, will you?


Peter Popov
ICQ: 15002700


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From: Martin T  Thoma
Subject: Re: Animation at all..
Date: 21 Nov 1999 16:02:07
Message: <38385D9A.222D@radiok2r.de>
... as I newbee, I could tell, why I didn't get it. Of course, I tried
the \animate\-examples, but there is NO hint, that you have to do
something in an .ini-file or with command-switches, so what you get is a
single picture. A small text in the examples, which tells the user to do
so, would be very helpfull.

But I want to thank you for the fast and good answers !

Regards

Martin


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From: David Parrott
Subject: Re: Animation at all..
Date: 21 Nov 1999 17:28:39
Message: <RjujZEA10GO4IwRE@quayles1.demon.co.uk>
In article <38382C15.529E0DA7@pacbell.net>, Ken <tyl### [at] pacbellnet>
writes
>I personaly
>like to use the ini file method. If you try this open the master povray.ini
>file from the tools menu and add the following lines:
>
>;clock=1
>;Initial_Frame=1
>;Final_Frame=20
>;Cyclic_Animation = on
>;Subset_Start_Frame=6
>;Subset_End_Frame=9
>
>Save the file and close it. When you need to use the animation feature
>simply go in and edit the povray.ini file and uncomment out the functions
>you want to use. At a minimum you will need to use the initial_frame and
>final_frame option to make it work. Once you have stopped rendering your
>series of frames be sure to comment out the clock variables in the ini
>file. 

I personally do not like to use the master POV .ini file.  I create an
.ini file for each animation that I create and have things in it like
The input and output file names, the first and last frame, first and
last clock value, and the height and width of the image.  However I was
set on finding out how to do animations so I used the docs (well it
shows some of us newbies read them!) the look up the settings.

However that is about as far as my animations go, I have no idea how
people do the complex animations, the complexity of mine stand at a
spinning cube.  If you have any for using straight POV (i.e. not
ClockMod) for complex animations I would be very grateful.
--__    __                                                           
 |  |  |  | ___  _    _  ___     
  \  \/  / |__ \| \/\/ ||__ \    Email: xam### [at] quayles1demoncouk  
   >    <  / _  |      |/ _  |     ICQ: 13313977
  /  /\  \| |_| | |\/| | |_| | Website: <Temporarily Removed>  
 |__|  |__|\__,_|_|  |_|\__,_|
           Hobbies: C programming, Raytracing, MUDding


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From: Ken
Subject: Re: Animation at all..
Date: 21 Nov 1999 18:00:20
Message: <38387930.86027E2A@pacbell.net>
David Parrott wrote:

> However that is about as far as my animations go, I have no idea how
> people do the complex animations, the complexity of mine stand at a
> spinning cube.  If you have any for using straight POV (i.e. not
> ClockMod) for complex animations I would be very grateful.

 Complex animations only differ from simple animations in the way that
you divide up the clock value. To have different operations occurring
at different times within the clock period you need a way to divide
that time period.

 For example if you have the clock set to run from 0 - 1 you can specify
that a ball rolls across the floor from clock 0 - 0.2. It will then stop
and something else will happen from clock 0.2 - 0.5 and so on. By dividing
up the clock this way over a large number of frames, and with many different
object affected by these timing variations, very complex animations can be
made.

  So your challenge comes not so much in controlling a single object rather
you need to learn how to control your object based on the clocks period.
To get a basic feel for this, one portion of the animation tutorial in the
POV-Ray docs describes how to roll a ball across the floor, stop and change
directions, then come back across the floor again. This little bit of the
tutorial shows you some of the ways that you can effectively divide the
clock period into separate actions.

 Once you have learned how to control the clock then it is time to learn
the intricacies of learning how to use that control with object movement.
This is where you can make good use of rotations, translations, while loops,
and many of the specialized math functions available in the program to
give your objects  or camera complex movement patterns.

  Going beyond this I advise you to look at the tutorials section of the
links in my sig for online animation tutorials that go into this subject
in greater detail. On that is particularly good is the one by Steve Strickland
that is based on Chris Colefax's clockmod include file. Steve put a lot of
effort into that tutorial and it introduces you to some of the more advanced
techniques that you will need to use to make impressive animations with.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Phil Clute
Subject: Re: Animation at all..
Date: 22 Nov 1999 00:46:25
Message: <3838D87F.2849F6E5@tiac.net>
> I am not sure but I remember that it took me a couple of hours on my
> own time before I was somewhat comfortable about setting up the right
> switches and how to make an object move with script in an animation
> scene file. The docs have a lot of references to the clock function
> but it seldom mentions in the same place what you need to do to activate
> it. I think that is where most of the confusion comes from.

...Also, when I started using pov I was also a newbie to computers in
general.
It was through my quest to animate with pov that I learned what an .ini
file is even for. 
I did just look over the animation help stuff and some of the included
animation files briefly. Some of the included povfiles have command line
settings commented out inteded to be used to create the animation. But
it's
not presented in a way that says "copy & paste me to the command line".
I
know what to do with it now but when I started it just looked like
jibberish
as did most pov scenelanguage. It would be helpful to have it mentioned
in
those scenefiles that there is an ini file of the same name.and that it
is
needed to render multiple frames(or something similar about command line
switches).

It wasn't until I decided to rendered one of the ini files that I
figured it out.
I thought it was just going to produce an error, but of course I got
frames beautiful
frames...

-- 
Phil
...coffee?...yes please! extra sugar,extra cream...Thank you.


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