POV-Ray : Newsgroups : povray.animations : How to animate "look_at"? Server Time
28 Jul 2024 18:22:50 EDT (-0400)
  How to animate "look_at"? (Message 3 to 12 of 12)  
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From: Phil Clute
Subject: Re: How to animate "look_at"?
Date: 27 Dec 1999 21:43:31
Message: <386823D2.185365C@tiac.net>
>The "Using" construct you use here doesn't seem to be part of the
>POV-Ray scene language as nearly as I can tell. Where did you get
>this, just out of curiosity?

I think he's using Chris Colefax's Clock Modifier include file.
http://www.geocities.com/SiliconValley/Lakes/1434/

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


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From: Phil Clute
Subject: Re: How to animate "look_at"?
Date: 27 Dec 1999 22:15:57
Message: <38682B6B.D0EE765F@tiac.net>
I assume your using Mr. Colefax's Autoclock.mcr.

Try something like this:

#include "AutoClck.mcr"

#declare MyCamera = <0,0,0>;
Declare_From(MyCamera,0)Declare_To_Using(MyCamera,.5,<-3.0,1.5,-6>,"S")
Declare_To(MyCamera,1,<3,4,10>)


camera
{
  location  <0,2,-10>
  look_at  <MyCamera.x, MyCamera.y, MyCamera.z>
}


My example isn't real impressive but it should work.

In case you haven't checked it out here's a cool tutorial that will
help you learn about the Autoclock.mcr .
http://www.puzzlecraft.com/cm/ClockMod.html

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


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From: Nieminen Juha
Subject: Re: How to animate "look_at"?
Date: 28 Dec 1999 14:01:15
Message: <386908fb@news.povray.org>
Phil Clute <pcl### [at] tiacnet> wrote:

:   look_at  <MyCamera.x, MyCamera.y, MyCamera.z>

  Why this and not just:

    look_at MyCamera

?

-- 
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: Phil Clute
Subject: Re: How to animate "look_at"?
Date: 28 Dec 1999 17:32:07
Message: <38693A67.E3CAEF2B@tiac.net>
>  Why this and not just:
> 
>     look_at MyCamera
> 

Oops.
Because I copied this from one of my files and didn't
think to change it when I posted it here.
I think when I originally did it I was probably just trying
out that feature.
-- 
Phil
...coffee?...yes please! extra sugar,extra cream...Thank you.


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From: Chris Colefax
Subject: Re: How to animate "look_at"?
Date: 28 Dec 1999 19:05:31
Message: <3869504b@news.povray.org>
Kynk wrote:
> I'm new to POV-Ray animation. The first problem I met concearns the camera
> modifier "look_at". Is it possible to animate it?
> I tried to use the following instructions:
>
> look_at
>     From (0, <-56, -34, 1>)
>     Using ("", 1, 1,"")
>     To (0.5, <-56, -34, 1>)
>     Using ("A", 0.8, 1,"")
>     To (1, <-1068, -34, 1>)
>
> but POV-Ray doesn't recognize it.
>
> Where was I wrong?

The syntax you've shown is that which I created for my Automatic Clock
Modifier macro file.  This means the From (), To (), and Using () statements
are not internal to POV-Ray, but functions added by including my macro file.
Therefore, to use this syntax you must first include the macro file
(presuming you have downloaded it from http://www.geocities.com/ccolefax and
installed it properly):

   #include "autoclck.mcr" // Before any animation statements!

Having done that you can animate the scene using INI file or command line
settings, and your camera should indeed look at <-56, -34, 1> for the first
half of the animation before accelerating to <-1068, -34, 1>.


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From: Kynk
Subject: Re: How to animate "look_at"?
Date: 29 Dec 1999 13:10:49
Message: <386a4ea9@news.povray.org>
Phil Clute <pcl### [at] tiacnet> wrote in message 38682B6B.D0EE765F@tiac.net...
> I assume your using Mr. Colefax's Autoclock.mcr.
>
> Try something like this:
>
> #include "AutoClck.mcr"
>
> #declare MyCamera = <0,0,0>;
> Declare_From(MyCamera,0)Declare_To_Using(MyCamera,.5,<-3.0,1.5,-6>,"S")
> Declare_To(MyCamera,1,<3,4,10>)
>
>
> camera
> {
>   location  <0,2,-10>
>   look_at  <MyCamera.x, MyCamera.y, MyCamera.z>
> }
>
>
> My example isn't real impressive but it should work.

Thanks!!
It does work!

> In case you haven't checked it out here's a cool tutorial that will
> help you learn about the Autoclock.mcr .
> http://www.puzzlecraft.com/cm/ClockMod.html
>

I read it, but I still haven't find anything concernig "look_at".

Cheers

Domenico


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From: Kynk
Subject: Re: How to animate "look_at"?
Date: 29 Dec 1999 13:10:51
Message: <386a4eab@news.povray.org>
Phil Clute <pcl### [at] tiacnet> wrote in message 38682B6B.D0EE765F@tiac.net...
> I assume your using Mr. Colefax's Autoclock.mcr.
>
> Try something like this:
>
> #include "AutoClck.mcr"
>
> #declare MyCamera = <0,0,0>;
> Declare_From(MyCamera,0)Declare_To_Using(MyCamera,.5,<-3.0,1.5,-6>,"S")
> Declare_To(MyCamera,1,<3,4,10>)
>
>
> camera
> {
>   location  <0,2,-10>
>   look_at  <MyCamera.x, MyCamera.y, MyCamera.z>
> }
>
>
> My example isn't real impressive but it should work.

Thanks!!
It does work!

> In case you haven't checked it out here's a cool tutorial that will
> help you learn about the Autoclock.mcr .
> http://www.puzzlecraft.com/cm/ClockMod.html
>

I read it, but I still haven't find anything concernig "look_at".

Cheers

Domenico


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From: Phil Clute
Subject: Re: How to animate "look_at"?
Date: 29 Dec 1999 14:42:41
Message: <386A6433.9AFF7808@tiac.net>
> I read it, but I still haven't find anything concernig "look_at".
> 

I'm not sure if that page will have anything concerning
look_at specifically but changing the camera location and
look_at are the same as moving anything else in your scene.

Oh and as Nieminen Juha pointed out, you can change the look_at to
this:

camera
{
  location  <0,2,-10>
  look_at  MyCamera
}

It works the same...
I was just kinda sleepy when I posted the first time. :)
-- 
Phil
...coffee?...yes please! extra sugar,extra cream...Thank you.


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From: Chris Colefax
Subject: Re: How to animate "look_at"?
Date: 29 Dec 1999 20:55:54
Message: <386abbaa@news.povray.org>
Phil Clute <pcl### [at] tiacnet> wrote:
> In case you haven't checked it out here's a cool tutorial that will
> help you learn about the Autoclock.mcr .
> http://www.puzzlecraft.com/cm/ClockMod.html

Kynk <acu### [at] hotmailcom> wrote:
> I read it, but I still haven't find anything concernig "look_at".

As per the example I posted earlier you should be able to use the Automatic
Clock Modifier macros with the look_at statement, just like any other
vector, eg:

   camera {
      angle From (0, 60) Using ("O", 1, 10, "") To (1, 45)
      location From (0, <0, 0 ,0>) To_Using (1, <10, 20, 10>, "Wave")
      look_at From (0.5, z) To (.75, -x*3) To (1, y*10)
      }

This avoids all the messy declare statements, etc.


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From: Kynk
Subject: Re: How to animate "look_at"?
Date: 3 Jan 2000 12:34:44
Message: <3870ddb4@news.povray.org>
Chris Colefax <cco### [at] geocitiescom> wrote in message
386abbaa@news.povray.org...
> Phil Clute <pcl### [at] tiacnet> wrote:
> > In case you haven't checked it out here's a cool tutorial that will
> > help you learn about the Autoclock.mcr .
> > http://www.puzzlecraft.com/cm/ClockMod.html
>
> Kynk <acu### [at] hotmailcom> wrote:
> > I read it, but I still haven't find anything concernig "look_at".
>
> As per the example I posted earlier you should be able to use the
Automatic
> Clock Modifier macros with the look_at statement, just like any other
> vector, eg:
>
>    camera {
>       angle From (0, 60) Using ("O", 1, 10, "") To (1, 45)
>       location From (0, <0, 0 ,0>) To_Using (1, <10, 20, 10>, "Wave")
>       look_at From (0.5, z) To (.75, -x*3) To (1, y*10)
>       }
>
> This avoids all the messy declare statements, etc.
>
>

Thanks Chris for your suggestion !

Domenico


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