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"ryan constantine" <rco### [at] yahoocom> wrote in message
news:3988BD8D.2974105C@yahoo.com...
| chris colfax has an animation setup for pov that includes all kinds of
| acceleration and deceleration. find a link to it from the pov links at
| pov.org. don't reinvent the wheel.
Exactly. Were you to use the ClockMod.inc file you would put:
#declare clock_type="D"
#include "clockmod.inc"
#declare Decel=mclock;
Then use Decel in place of 'clock' where you want the deceleration.
To combine different types just add this:
#declare clock_combine="W"
before the include line and you will get a wave, or back and forth movement
that also slows down.
Also using separate declarations for individual parts of movement too:
#declare clock_type="D"
#include "clockmod.inc"
#declare Decel=mclock;
#declare clock_type="W"
#include "clockmod.inc"
#declare Wave=mclock;
and put those in where most likely to go, like one for z translation and
other for y. Hope that made sense.
Plenty is possble just using the include, but there is a macro now too.
Bob
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> Plenty is possble just using the include, but there is a macro now too.
Yep! The macro is very powerful and handy. Try it out.
Karl
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ryan constantine wrote:
>
> chris colfax has an animation setup for pov that includes all kinds of
> acceleration and deceleration. find a link to it from the pov links at
> pov.org. don't reinvent the wheel.
Colefax - http://www.geocities.com/SiliconValley/Lakes/1434/
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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> Yep! The macro is very powerful and handy.
The macro absolutely rules. Not only did he invent the wheel, he
perfected it as well. ;)
-Mike
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But some of us like reinventing the wheel. Honestly.
I have a poorly defined system for this, but it kind of explains how to
do it yourself at
http://www.spiritone.com/~english/animaker/animaker.html
Josh
Mike wrote:
> > Yep! The macro is very powerful and handy.
>
> The macro absolutely rules. Not only did he invent the wheel, he
> perfected it as well. ;)
>
> -Mike
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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First of all, the clock moves from 0 to 1, so the code you posted will meet
problems.
If you want something to move quickly at first then slowly, say:
translate <0,-sqrt(clock),0> //think how y=sqrt(x) varies from 0
to 1
If you want something to move slowly at first then speed up, say:
translate <0,-sqr(clock),0> //think how y=sqr(x) varies from 0 to
1
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On Fri, 04 Aug 2000 07:45:08 -0400, "Greg M. Johnson"
<gre### [at] my-dejanewscom> wrote:
>First of all, the clock moves from 0 to 1, so the code you posted will meet
>problems.
Not necessarily true, it defaults to [0..1] but you can adjust it by
the +ki and +kf switches.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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or change the start and end in your ini file.
Peter Popov wrote:
>
> On Fri, 04 Aug 2000 07:45:08 -0400, "Greg M. Johnson"
> <gre### [at] my-dejanewscom> wrote:
>
> >First of all, the clock moves from 0 to 1, so the code you posted will meet
> >problems.
>
> Not necessarily true, it defaults to [0..1] but you can adjust it by
> the +ki and +kf switches.
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] usanet
> TAG e-mail : pet### [at] tagpovrayorg
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ryan constantine wrote:
>
> Peter Popov wrote:
> >
> > On Fri, 04 Aug 2000 07:45:08 -0400, "Greg M. Johnson"
> > <gre### [at] my-dejanewscom> wrote:
> >
> > >First of all, the clock moves from 0 to 1, so the code you posted will meet
> > >problems.
> >
> > Not necessarily true, it defaults to [0..1] but you can adjust it by
> > the +ki and +kf switches.
>
> or change the start and end in your ini file.
The .ini file I use to render animations has the following settings:
Initial clock=0
Initial frame=0
Final clock=100
Final frame=2400 (I always render at 24 fps).
This has a pretty good set-and-forget factor. When I render, I specify
the frames I want through the subset_start and subset_end options.
Regards,
John
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I would assume, folks, that a 2-week user wouldn't know this; I didn't.....
John VanSickle wrote:
> ryan constantine wrote:
> >
> > Peter Popov wrote:
> > >
> > > On Fri, 04 Aug 2000 07:45:08 -0400, "Greg M. Johnson"
> > > <gre### [at] my-dejanewscom> wrote:
> > >
> > > >First of all, the clock moves from 0 to 1, so the code you posted will meet
> > > >problems.
> > >
> > > Not necessarily true, it defaults to [0..1] but you can adjust it by
> > > the +ki and +kf switches.
> >
> > or change the start and end in your ini file.
>
> The .ini file I use to render animations has the following settings:
>
> Initial clock=0
> Initial frame=0
> Final clock=100
> Final frame=2400 (I always render at 24 fps).
>
> This has a pretty good set-and-forget factor. When I render, I specify
> the frames I want through the subset_start and subset_end options.
>
> Regards,
> John
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