POV-Ray : Newsgroups : povray.animations : Move fast then slow down? Server Time
28 Jul 2024 16:23:52 EDT (-0400)
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From: Bob Hughes
Subject: Re: Move fast then slow down?
Date: 2 Aug 2000 22:49:43
Message: <3988ddc7@news.povray.org>
"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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From: Karl Pelzer
Subject: Re: Move fast then slow down?
Date: 3 Aug 2000 13:38:48
Message: <3989AE8C.7C382C68@t-online.de>
> 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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From: Ken
Subject: Re: Move fast then slow down?
Date: 3 Aug 2000 14:06:39
Message: <3989B2F2.A21E9AA0@pacbell.net>
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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From: Mike
Subject: Re: Move fast then slow down?
Date: 3 Aug 2000 15:41:51
Message: <3989CB06.D6B6E14E@aol.com>
> 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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From: Josh English
Subject: Re: Move fast then slow down?
Date: 3 Aug 2000 18:16:16
Message: <3989EE7F.1EE9EBF8@spiritone.com>
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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From: Greg M  Johnson
Subject: Re: Move fast then slow down?
Date: 4 Aug 2000 07:50:13
Message: <398AACC4.2075B0D0@my-dejanews.com>
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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From: Peter Popov
Subject: Re: Move fast then slow down?
Date: 4 Aug 2000 11:29:34
Message: <p5olos0mhvoh0qnmmg5ssj0dd2os0molaf@4ax.com>
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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From: ryan constantine
Subject: Re: Move fast then slow down?
Date: 4 Aug 2000 11:31:01
Message: <398AE18F.C55947A5@yahoo.com>
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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From: John VanSickle
Subject: Re: Move fast then slow down?
Date: 4 Aug 2000 21:51:29
Message: <398B7379.F96C134@erols.com>
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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From: Greg M  Johnson
Subject: Re: Move fast then slow down?
Date: 8 Aug 2000 13:18:14
Message: <39903FAA.1C94B31A@my-dejanews.com>
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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