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"Gfans" <nomail@nomail> wrote:
> Hi all,
>
> I already knew how to render static meshes, but need to render rigid bodies
> using Pov-Ray 3.6.
>
> I wrote a simulator which exported translations and rotations of all rigid
> bodies at the end of each simulation step to disk, just don't know how to render
> running rigid bodies. I googled it but couldn't find useful tutorials on this
> subject, so any pointers?
>
> Thanks.
>
> Cheers,
> Gfans
I have no idea what a "running rigid body" could be. May be something is lost in
translation here. "rigid" means something like "stiff" and "body" can be a
corpse, but stiff corpses doesn't run (usually). Ok, that's a bit sarcastic, but
I hope you got my point. I - and I believe others - need more explanation of
what you really want to do. If you have a reference image please post it (if it
doesn't work here, use the binary-images section - but usually one can post
images to the animations section)
Best regards,
Michael
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> "Gfans" <nomail@nomail> wrote:
>> Hi all,
>>
>> I already knew how to render static meshes, but need to render rigid bodies
>> using Pov-Ray 3.6.
>>
>> I wrote a simulator which exported translations and rotations of all rigid
>> bodies at the end of each simulation step to disk, just don't know how to render
>> running rigid bodies. I googled it but couldn't find useful tutorials on this
>> subject, so any pointers?
>>
>> Thanks.
>>
>> Cheers,
>> Gfans
>
> I have no idea what a "running rigid body" could be. May be something is lost in
> translation here. "rigid" means something like "stiff" and "body" can be a
> corpse, but stiff corpses doesn't run (usually). Ok, that's a bit sarcastic, but
> I hope you got my point. I - and I believe others - need more explanation of
> what you really want to do. If you have a reference image please post it (if it
> doesn't work here, use the binary-images section - but usually one can post
> images to the animations section)
>
The term rigid body is usually used in physics simulations as to mean
a solid which doesn't deforms, just moves and bounces on other objects.
I think he means that he does know hoe to render still images, but
not how to render animations. If so, I will point him to:
http://wiki.povray.org/content/Documentation:Tutorial_Section_3.7#Making_Animations
--
jaime
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> > "Gfans" <nomail@nomail> wrote:
> >> Hi all,
> >>
> >> I already knew how to render static meshes, but need to render rigid bodies
> >> using Pov-Ray 3.6.
> >>
> >> I wrote a simulator which exported translations and rotations of all rigid
> >> bodies at the end of each simulation step to disk, just don't know how to render
> >> running rigid bodies. I googled it but couldn't find useful tutorials on this
> >> subject, so any pointers?
> >>
> >> Thanks.
> >>
> >> Cheers,
> >> Gfans
> >
> > I have no idea what a "running rigid body" could be. May be something is lost in
> > translation here. "rigid" means something like "stiff" and "body" can be a
> > corpse, but stiff corpses doesn't run (usually). Ok, that's a bit sarcastic, but
> > I hope you got my point. I - and I believe others - need more explanation of
> > what you really want to do. If you have a reference image please post it (if it
> > doesn't work here, use the binary-images section - but usually one can post
> > images to the animations section)
> >
>
> The term rigid body is usually used in physics simulations as to mean
> a solid which doesn't deforms, just moves and bounces on other objects.
>
> I think he means that he does know hoe to render still images, but
> not how to render animations. If so, I will point him to:
>
> http://wiki.povray.org/content/Documentation:Tutorial_Section_3.7#Making_Animations
>
> --
> jaime
Thank you Jaime for the explanation. I assumed that "rigid body" is a fixed term
within a certain branch of computer sciences. But since we have so many branches
nowadays I simply could not put it. Now I think Gfans tries something similar to
your Bullet Physics and so you may be his best advisor. I do not like bullets,
since they are designed to kill people, but I really like your animations and I
really wonder how your animaton would look like using this cat from John (and
the boulders Christoph has proposed).But this is another story.
I could not do this job. My interest in CG is more the work of Przemyslaw
Prusinkiewicz, which I observe closely and hope to have an implemntation to
(Uber-)POV someday.
Best regards,
Michael
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> > "Gfans" <nomail@nomail> wrote:
> >> Hi all,
> >>
> >> I already knew how to render static meshes, but need to render rigid bodies
> >> using Pov-Ray 3.6.
> >>
> >> I wrote a simulator which exported translations and rotations of all rigid
> >> bodies at the end of each simulation step to disk, just don't know how to render
> >> running rigid bodies. I googled it but couldn't find useful tutorials on this
> >> subject, so any pointers?
> >>
> >> Thanks.
> >>
> >> Cheers,
> >> Gfans
> >
> > I have no idea what a "running rigid body" could be. May be something is lost in
> > translation here. "rigid" means something like "stiff" and "body" can be a
> > corpse, but stiff corpses doesn't run (usually). Ok, that's a bit sarcastic, but
> > I hope you got my point. I - and I believe others - need more explanation of
> > what you really want to do. If you have a reference image please post it (if it
> > doesn't work here, use the binary-images section - but usually one can post
> > images to the animations section)
> >
>
> The term rigid body is usually used in physics simulations as to mean
> a solid which doesn't deforms, just moves and bounces on other objects.
>
> I think he means that he does know hoe to render still images, but
> not how to render animations. If so, I will point him to:
>
> http://wiki.povray.org/content/Documentation:Tutorial_Section_3.7#Making_Animations
>
> --
> jaime
Thanks, Jaime. That's exactly what I meant. Thank you for the link, I will take
a look at that, hope Povray 3.6 also support that feature, since I can only use
3.6 instead of 3.7. ^-^
Regards,
Gfans
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"MichaelJF" <mi-### [at] t-onlinede> wrote:
> Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> > > "Gfans" <nomail@nomail> wrote:
> > >> Hi all,
> > >>
> > >> I already knew how to render static meshes, but need to render rigid bodies
> > >> using Pov-Ray 3.6.
> > >>
> > >> I wrote a simulator which exported translations and rotations of all rigid
> > >> bodies at the end of each simulation step to disk, just don't know how to
render
> > >> running rigid bodies. I googled it but couldn't find useful tutorials on this
> > >> subject, so any pointers?
> > >>
> > >> Thanks.
> > >>
> > >> Cheers,
> > >> Gfans
> > >
> > > I have no idea what a "running rigid body" could be. May be something is lost in
> > > translation here. "rigid" means something like "stiff" and "body" can be a
> > > corpse, but stiff corpses doesn't run (usually). Ok, that's a bit sarcastic, but
> > > I hope you got my point. I - and I believe others - need more explanation of
> > > what you really want to do. If you have a reference image please post it (if it
> > > doesn't work here, use the binary-images section - but usually one can post
> > > images to the animations section)
> > >
> >
> > The term rigid body is usually used in physics simulations as to mean
> > a solid which doesn't deforms, just moves and bounces on other objects.
> >
> > I think he means that he does know hoe to render still images, but
> > not how to render animations. If so, I will point him to:
> >
> >
http://wiki.povray.org/content/Documentation:Tutorial_Section_3.7#Making_Animations
> >
> > --
> > jaime
>
> Thank you Jaime for the explanation. I assumed that "rigid body" is a fixed term
> within a certain branch of computer sciences. But since we have so many branches
> nowadays I simply could not put it. Now I think Gfans tries something similar to
> your Bullet Physics and so you may be his best advisor. I do not like bullets,
> since they are designed to kill people, but I really like your animations and I
> really wonder how your animaton would look like using this cat from John (and
> the boulders Christoph has proposed).But this is another story.
> I could not do this job. My interest in CG is more the work of Przemyslaw
> Prusinkiewicz, which I observe closely and hope to have an implemntation to
> (Uber-)POV someday.
>
>
> Best regards,
> Michael
Thank you, Michael. Just as you said, Jaime could be my best adviser. He already
gave me a link to animation.
Regards,
Gfans
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Am 28.08.2014 09:25, schrieb Gfans:
> hope Povray 3.6 also support that feature, since I can only use
> 3.6 instead of 3.7. ^-^
Why is that? Any technical reasons?
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clipka <ano### [at] anonymousorg> wrote:
> Am 28.08.2014 09:25, schrieb Gfans:
>
> > hope Povray 3.6 also support that feature, since I can only use
> > 3.6 instead of 3.7. ^-^
>
> Why is that? Any technical reasons?
I have a legacy code which modified the source code of povray 3.6, so it's best
to work with version 3.6 in my project.
BTW, do you by any chance know tutorials which gave step-by-step instructions on
how to render rigid bodies using POV-Ray?
Thanks.
Cheers,
Gfans
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Am 28.08.2014 11:22, schrieb Gfans:
> I have a legacy code which modified the source code of povray 3.6, so it's best
> to work with version 3.6 in my project.
Mind telling us what that modification does, so we might help you port
it to POV-Ray 3.7?
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> really wonder how your animaton would look like using this cat from John (and
> the boulders Christoph has proposed).But this is another story.
Well, I don't think the max speed of such a truck would allow to do
any interesting stunt... :)
> I could not do this job. My interest in CG is more the work of Przemyslaw
> Prusinkiewicz, which I observe closely and hope to have an implemntation to
> (Uber-)POV someday.
>
Indeed the maths in nature always look very interesting... the ones
behind seashell patterns always amazed me.
--
jaime
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> BTW, do you by any chance know tutorials which gave step-by-step
> instructions on how to render rigid bodies using POV-Ray?
That's roughly what I've done for the Bullet Physics Playground:
1) Export an INC file for every frame to be rendered, using your
transformations on the actual objects you want to render in place of the
rigid bodies. Give a numbered file name to each one. For example:
rigidbodies-00001.inc, rigidbodies-00002.inc, ..., rigidbodies-10000.inc.
2) Create a main POV file which will include the corresponding INC
file for each step of the animation:
#include concat(concat("rigidbodies-",str(clock,-5,0)),".inc")
Here you would include also the common parts for all frames, like
fixed scenery, lights and camera.
3) Create an INI file specifying the frames to be rendered:
Input_File_Name=rigidbodies.pov
Output_File_Name=rigidbodies-
Output_to_File=On
Pause_When_Done=Off
Verbose=Off
Display=On
Initial_Clock=0
Final_Clock=10000
Final_Frame=10000
4) Render the INI file and wait... ;)
5) Use whatever tool you prefer to assemble the animation from the
individual pictures rendered by POV-Ray.
Hope this helps...
--
Jaime
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