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"HelveticaFanatic" <nomail@nomail> wrote in message
news:web.4881a898729c10115f60ef1e0@news.povray.org...
> "HelveticaFanatic" <nomail@nomail> wrote:
>> How can I make an animation of a train that follows curves and elevation?
>> Is
>> there anyway to lay track on it, either?
>>
> I coded this and got a tunnel:
> ....
> #declare Train_Path = spline {
> cubic_spline
> -2, <0, 0, -10>,
> -1, <0, 0, -5>,
> 0, <0, 0, 0>,
> 250, <0, 0, 250>,
> 300, <30, 0, 290>,
> 350, <60, 0, 330>,
> 600, <60, 0, 580>,
> 601, <60, 0, 590>,
> 602, <60, 0, 600>
> }
>
> But it's a very sad tunnel:
>
> http://www.flickr.com/photos/helveticafanatic/2681282339/
>
> What is wrong? Do I need more keypoints or something?
>
I suspect you wanted a shape a bit more like in the example below. I think
the problem was mainly that you were using very small increments at the
start and end of your spline and large increments in the middle. I find it
best to use a more uniform distribution of points along the curve.
>
> In tunnel planning, though, I should draw it on graph paper and find the
> key
> points, right?
>
It's easier to use a spline editor or a vector graphics program than doing
it on paper.
camera{location 2000*y look_at 0}
light_source{<1,100,-30> rgb 1}
#declare Train_Path = spline {
cubic_spline
-20, <0, 0, -10>,
-10, <0, 0, -5>,
0, <0, 0, 0>,
250, <0, 0, 250>,
300, <30, 0, 290>,
350, <60, 0, 330>,
600, <60, 0, 580>,
610, <60, 0, 590>,
620, <60, 0, 600>
}
sphere_sweep {
cubic_spline
605,
#local I = -2;
#while (I<603)
Train_Path(I),10
#local I = I + 1;
#end
texture {pigment {rgb <1,0,0>} finish {ambient 1}}
}
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"Chris B" <nom### [at] nomailcom> wrote:
> "HelveticaFanatic" <nomail@nomail> wrote in message
> news:web.4881a898729c10115f60ef1e0@news.povray.org...
> > "HelveticaFanatic" <nomail@nomail> wrote:
> >> How can I make an animation of a train that follows curves and elevation?
> >> Is
> >> there anyway to lay track on it, either?
> >>
> > I coded this and got a tunnel:
> > ....
> > #declare Train_Path = spline {
> > cubic_spline
> > -2, <0, 0, -10>,
> > -1, <0, 0, -5>,
> > 0, <0, 0, 0>,
> > 250, <0, 0, 250>,
> > 300, <30, 0, 290>,
> > 350, <60, 0, 330>,
> > 600, <60, 0, 580>,
> > 601, <60, 0, 590>,
> > 602, <60, 0, 600>
> > }
> >
> > But it's a very sad tunnel:
> >
> > http://www.flickr.com/photos/helveticafanatic/2681282339/
> >
> > What is wrong? Do I need more keypoints or something?
> >
>
> I suspect you wanted a shape a bit more like in the example below. I think
> the problem was mainly that you were using very small increments at the
> start and end of your spline and large increments in the middle. I find it
> best to use a more uniform distribution of points along the curve.
>
> >
> > In tunnel planning, though, I should draw it on graph paper and find the
> > key
> > points, right?
> >
>
> It's easier to use a spline editor or a vector graphics program than doing
> it on paper.
>
>
> camera{location 2000*y look_at 0}
> light_source{<1,100,-30> rgb 1}
>
> #declare Train_Path = spline {
> cubic_spline
> -20, <0, 0, -10>,
> -10, <0, 0, -5>,
> 0, <0, 0, 0>,
> 250, <0, 0, 250>,
> 300, <30, 0, 290>,
> 350, <60, 0, 330>,
> 600, <60, 0, 580>,
> 610, <60, 0, 590>,
> 620, <60, 0, 600>
> }
>
> sphere_sweep {
> cubic_spline
> 605,
> #local I = -2;
> #while (I<603)
> Train_Path(I),10
> #local I = I + 1;
> #end
> texture {pigment {rgb <1,0,0>} finish {ambient 1}}
> }
What should I use for making the splines on a Mac?
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