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From: Stephen
Subject: Re: grouping objects for transforms
Date: 5 Feb 2017 14:51:21
Message: <58978239$1@news.povray.org>
On 2/5/2017 7:26 PM, Klewlis wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 2/5/2017 6:27 PM, Klewlis wrote:
>>>
>>>
>>> I want to build the wall laying down on the "concrete slab" then stand it and
>>> move it into place as one unit.  I am currently building the wall standing up
>>> which is not very realistic.
>>>
>>>
>>>
>> I would say that building a wall standing up is the way most people
>> build walls. ;-)
>>
>> --
>>
>> Regards
>>       Stephen
>
> actually, I framed houses for many years.  We always built the wall laying down
> on the slab, then stood it up and nailed it in place.
>
>

Where I'm from it is brick and mortar. Foundations first then ever 
upwards. :-)
The only way I've seen your method used is videos of "Barn raising".
Then again, submarines are built vertically. O_O

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: grouping objects for transforms
Date: 5 Feb 2017 14:59:08
Message: <5897840c$1@news.povray.org>
On 2/5/2017 7:35 PM, Klewlis wrote:
> clearly I don't understand how the clock works with animation yet.  When I
> render I get the shed completely built on the first frame and 19 repeats of the
> same scene.
>
>
>
Change to using the frame_number instead of clock. It is really better 
when you know what is to happen on each frame. And, for me, it is easier 
to workflow in tine and fps. So two seconds from the start is two times 
25 fps, 100 frames.

It makes me think clearer.

-- 

Regards
     Stephen


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From: clipka
Subject: Re: grouping objects for transforms
Date: 5 Feb 2017 15:57:44
Message: <589791c8$1@news.povray.org>
Am 05.02.2017 um 20:59 schrieb Stephen:

> Change to using the frame_number instead of clock. It is really better
> when you know what is to happen on each frame. And, for me, it is easier
> to workflow in tine and fps. So two seconds from the start is two times
> 25 fps, 100 frames.
> 
> It makes me think clearer.

Must be the accumulated clarity of many years then, that lets you come
up with 2x25=100 ;)


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From: Klewlis
Subject: Re: grouping objects for transforms
Date: 5 Feb 2017 16:40:01
Message: <web.58979b216098c6675f9209890@news.povray.org>
This is what I came up with, and works well.
Thank you all for the help.

union{

#if(frame_number>0)
object { LongPlate
    rotate z*90
    rotate y*90
    //rotate x*-90
    }
#end

#if(frame_number>1)
object { LongPlate
    rotate z*90
    rotate y*90
    translate z*94.125
    //rotate x*-90
    }
#end

#if(frame_number>2)
object { ShortPlate
    rotate z*90
    rotate y*90
    translate <3.5, 0, 95.625>
    //rotate x*-90
    }
#end

#declare a=2;

#for (i, 1.5, 241.5, 16)
    #declare a=a+1;
    #if(frame_number>a)
    object {Stud
        rotate z*90
        translate <i, 0, 1.5>
        //rotate x*-90
        }
    #end
#end

#if(frame_number>19)
    rotate x*-90
#end
}


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From: Klewlis
Subject: Re: grouping objects for transforms
Date: 5 Feb 2017 16:45:00
Message: <web.58979bdf6098c6675f9209890@news.povray.org>
"Klewlis" <nomail@nomail> wrote:
> Stephen <mca### [at] aolcom> wrote:
> > On 2/5/2017 6:27 PM, Klewlis wrote:
> > >
> > >
> > > I want to build the wall laying down on the "concrete slab" then stand it and
> > > move it into place as one unit.  I am currently building the wall standing up
> > > which is not very realistic.
> > >
> > >
> > >
> > I would say that building a wall standing up is the way most people
> > build walls. ;-)
> >
> > --
> >
> > Regards
> >      Stephen
>
> actually, I framed houses for many years.  We always built the wall laying down
> on the slab, then stood it up and nailed it in place.

OK, took me a minute, but I see what you did there...


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From: Stephen
Subject: Re: grouping objects for transforms
Date: 5 Feb 2017 18:17:26
Message: <5897b286$1@news.povray.org>
On 2/5/2017 8:57 PM, clipka wrote:
> Am 05.02.2017 um 20:59 schrieb Stephen:
>
>> Change to using the frame_number instead of clock. It is really better
>> when you know what is to happen on each frame. And, for me, it is easier
>> to workflow in tine and fps. So two seconds from the start is two times
>> 25 fps, 100 frames.
>>
>> It makes me think clearer.
>
> Must be the accumulated clarity of many years


True, true. :-)


then, that lets you come
> up with 2x25=100 ;)
>

Well done, you found my deliberate mistake. ;-)

-- 

Regards
     Stephen


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From: Klewlis
Subject: Re: grouping objects for transforms
Date: 11 Feb 2017 15:35:00
Message: <web.589f75076098c6675f9209890@news.povray.org>
A simple noob animation, why start with the easy stuff?


https://youtu.be/XZTQ4M88aKk

tried to keep it short, somewhat boring.  It was a good learning experience.  I
apologize if you can't view a windows movie.

Thank all for the help.


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From: omniverse
Subject: Re: grouping objects for transforms
Date: 12 Feb 2017 00:35:01
Message: <web.589ff39c6098c6679c5d6c810@news.povray.org>
"Klewlis" <nomail@nomail> wrote:
> https://youtu.be/XZTQ4M88aKk
>
> tried to keep it short, somewhat boring.  It was a good learning experience.  I
> apologize if you can't view a windows movie.

That's the way I've built walls too. Except it's missing temporary bracing.
;)
Not a criticism but it's a slow build so I wondered if you used Movie Maker
since you said "Windows movie"?

If so, there is a way to put less than 1 second duration for each frame, after
selecting all (Ctrl+A), by just entering a decimal number directly into Video
Tools|Edit|Duration box instead of using the drop-down list.

I use 0.08 for 29 frames per second. Probably too fast for your building
animation.

If you already knew this, or weren't using Movie Maker, it wasn't slower than me
building walls anyhow. :D

And although it looks like you got the question answered already, I was thinking
you might be able to get a rotate in there to raise each wall.

For that you could use ClockMod.inc from Chris Colefax, which allows for easy
ranging of clock values within a single animation (clock 0 to 1).
That way you can specify, for example:

#declare clock_start=0.15; // from 0
#declare clock_end=0.25; // to 1

#include "clockmod.inc"

#declare Wall1Rotate=mclock;

object { Wall1 rotate z*Wall1Rotate*90 }

You would need to use the appropriate axis of rotation, of course. Each wall
requires their own settings, repeat the above using another range of start to
end.

There's also AutoClock macro but I must let you check into all this, if you
haven't already. See Chris Colefax Includes link at:

http://www.povray.org/resources/links/POV-Ray_Include_Macro_and_Object_Files/Include_Files/

Good luck with the construction!

Bob


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From: Klewlis
Subject: Re: grouping objects for transforms
Date: 12 Feb 2017 08:05:00
Message: <web.58a0596c6098c6675f9209890@news.povray.org>
"omniverse" <omn### [at] charternet> wrote:
>
> I use 0.08 for 29 frames per second. Probably too fast for your building
> animation.
>
> If you already knew this, or weren't using Movie Maker, it wasn't slower than >me
building walls anyhow. :D

Yes, I was using Movie Maker, but was unaware that you could place your own
value in the duration box. Thank you.

> And although it looks like you got the question answered already, I was thinking
> you might be able to get a rotate in there to raise each wall.
>
>
> Good luck with the construction!
>
> Bob

The original version I built all walls on either the x=0 axis or the y=0 axis
(the little red sphere sticking out of the side of the slab), used 15 frames to
stand them up (6 degrees each frame), then slid the first and third wall across
the slab to the opposite side. Then built the wall that would stay on the
respective axis.  Not very realistic.  Decided to build the wall at the edge
that it would stand on. If I rotate them in that position, two of them rotate
out of the scene. I think I could solve this by translating the wall to 0 rotate
6 degrees then slide it back between each frame. That is how I am currently
handling the 90 degree rotation.

eventually I plan to show temp bracing, gable studs, longer ridge with
outriggers for an overhang, ceiling joists, doors, windows, siding.  Working on
this in my spare time it has taken me two weeks to get this far.  I also plan to
add some frames while my camera is repositioning.

I appreciate your thoughts and suggestions.
Ken


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From: Klewlis
Subject: Re: grouping objects for transforms
Date: 12 Feb 2017 13:15:01
Message: <web.58a0a5a16098c6675f9209890@news.povray.org>
"Klewlis" <nomail@nomail> wrote:
>If I rotate them in that position, two of them rotate
> out of the scene. I think I could solve this by translating the wall to 0 rotate
> 6 degrees then slide it back between each frame. That is how I am currently
> handling the 90 degree rotation.

see the thread at:
/animations/Shed version 2

for the tilt-up added to the walls


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