POV-Ray : Newsgroups : povray.animations : Shed version 2 Server Time
25 Apr 2024 10:27:02 EDT (-0400)
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From: clipka
Subject: Re: Shed version 2
Date: 13 Feb 2017 11:58:48
Message: <58a1e5c8$1@news.povray.org>
Am 13.02.2017 um 17:38 schrieb Klewlis:

> I really like the camera movement.
> 
> https://youtu.be/a6MPNCVGZm8

Absolutely.


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From: Stephen
Subject: Re: Shed version 2
Date: 13 Feb 2017 12:24:19
Message: <58a1ebc3$1@news.povray.org>
On 2/13/2017 2:19 PM, dick balaska wrote:
> Am 2017-02-13 08:18, also sprach Stephen:
>> On 2/13/2017 12:35 PM, Thomas de Groot wrote:
>>> Nah! in the UK it is always drizzling... :-)
>>
>>
>> You should know. The Netherlands often gets our leftover weather. ;-)
>>
>
> Netherlands second!
> https://www.youtube.com/watch?v=ELD2AwFN9Nc
>
>
Very good :-)
And you were second. The second country to throw the founding fathers 
out after England* did.

* My lot (Scotland) kept them bottled them up until they became Rednecks 
before sending them to Texas and similar states.


-- 

Regards
     Stephen


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From: clipka
Subject: Re: Shed version 2
Date: 13 Feb 2017 12:27:09
Message: <58a1ec6d$1@news.povray.org>
Am 13.02.2017 um 17:46 schrieb Klewlis:
> "Klewlis" <nomail@nomail> wrote:
> 
> Anyone know why this works:
> 
> camera {
>     location <-240, 100, 118>
>     //direction <0, 0,  3.0>
>     //right x*1.33
>     look_at <0, 50, 118>
> //experimental
>     #if (frame_number>5)
>             rotate x*(frame_number*10)
>     #end
> //#end experimental
> }
> 
> But this doesn't:
> 
> camera {
>     location <-240, 100, 118>
>     //direction <0, 0,  3.0>
>     //right x*1.33
>     look_at <0, 50, 118>
> //experimental
>         #while (frame_number<11)
>             rotate x*(frame_number*10)
>         #end
> //#end experimental
> }

Because you can't loop over frames in your .pov file. POV-Ray already
does that loop for you, and re-parses the .pov file all over again for
each frame, with values like frame_number acting as some kind of
parameter. So in your .pov file you can test which frame is currently
being rendered, but you cannot actively loop over multiple frames.


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From: Bald Eagle
Subject: Re: Shed version 2
Date: 13 Feb 2017 12:45:01
Message: <web.58a1f021e97123eec437ac910@news.povray.org>
"Klewlis" <nomail@nomail> wrote:
> using windows Movie Maker, because I can't afford to buy anything at this time.

I use VideoMach - seems to work well enough for what I want to do most of the
time.

One thing I've done for some step-wise animations is to set up my scene file in
a Switch-Range-Break block - the main animation clock drives the whole scene and
determines which range block gets rendered, and then each range section has a
sub-clock that does its own 0-1.

So 0 to 0.1 will be Clock1, which goes from Clock*10 = 0 to Clock*10 = 1
Then the next range block gets rendered from 0.11 to 0.2
(Clock-0.1)*10 = 0 to (Clock-0.1)*10 = 1

Just an idea - I honestly haven't played with Chris Colefax's ClockMod macros,
so I can't say if that's any easier / better.


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From: omniverse
Subject: Re: Shed version 2
Date: 13 Feb 2017 13:25:00
Message: <web.58a1f8eee97123ee9c5d6c810@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 13.02.2017 um 17:46 schrieb Klewlis:
> > "Klewlis" <nomail@nomail> wrote:
> >
> >         #while (frame_number<11)
> >             rotate x*(frame_number*10)
> >         #end
>
> Because you can't loop over frames in your .pov file.

As clipka says... or to put it another way, the while loop doesn't terminate
unless given a finite number of iterations.
frame_number<11 is never reached, unless you began at 11.

Not sure what you're wanting to do, so this is only a guess:

#if(frame_number>5&frame_number<11)
    rotate x*(frame_number*10)
#end

That confines the rotation to those number of frames.

Your current animation is more than I expected. I was thinking of the last
camera movement during the whole thing, although I realized it might not be
simple to implement if your wall raisings are only segmented parts put together.

BaldEagle's #switch #range suggestion is good to help with that.

Bob


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From: Klewlis
Subject: Re: Shed version 2
Date: 13 Feb 2017 13:25:01
Message: <web.58a1f932e97123ee5f9209890@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 13.02.2017 um 17:46 schrieb Klewlis:
>
> Because you can't loop over frames in your .pov file. POV-Ray already
> does that loop for you, and re-parses the .pov file all over again for
> each frame, with values like frame_number acting as some kind of
> parameter. So in your .pov file you can test which frame is currently
> being rendered, but you cannot actively loop over multiple frames.

That should have been obvious to me, I know POV re-parses the entire scene with
each tick of the clock.

Thank you
Ken


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From: dick balaska
Subject: Re: Shed version 2
Date: 13 Feb 2017 14:58:19
Message: <58a20fdb$1@news.povray.org>
Am 2017-02-13 12:42, also sprach Bald Eagle:
> "Klewlis" <nomail@nomail> wrote:
>> using windows Movie Maker, because I can't afford to buy anything at this time.
>
> I use VideoMach - seems to work well enough for what I want to do most of the
> time.

ffmpeg. It's great. It's the best encoder. Other encoders are losers!  Sad!

> One thing I've done for some step-wise animations is to set up my scene file in
> a Switch-Range-Break block - the main animation clock drives the whole scene and
> determines which range block gets rendered, and then each range section has a
> sub-clock that does its own 0-1.

Yes! To me, this is the secret of animation. Everything gets broken down 
to a movement of 0-1.  Opening a door is 0-1 (0 degrees - 110 degrees) 
and then scaled to fit the scene.  So,

#declare FirstMoveStart = 0.0;
#declare FirstMoveEnd   = 0.1;

#switch (clock)
    #range (FirstMoveStart, FirstMoveEnd)
       #declare I = AniSegment(FirstMoveStart, FirstMoveEnd);
       ...
       #break
#end

#macro AniSegment(_start, _end)
    ((clock-_start)/(_end-_start))
#end

so I becomes 0-1 in that range block

Another helper is
///////////////////////////////////////////////////////
// Move a Vector from, to, increment
#macro MoveV(_from, _to, __i)
	<_from.x+((_to.x-_from.x)*__i),
	 _from.y+((_to.y-_from.y)*__i),
	 _from.z+((_to.z-_from.z)*__i)>
#end

And then, given a starting and end vector, I move between them.
#local V = MoveV(<0,0,0>, <1,1,1>, I)

And one more thing. :)
I always apply acceleration/deceleration to a move. So,
#declare I = AniSegment(FirstMoveStart, FirstMoveEnd);
#declare F = 0.5-(cos(I/2*pi2)/2);

(which is the top left curve here
http://www.buckosoft.com/~dick/pov/curves/ )

This gives a more natural feel to movement.

>
> So 0 to 0.1 will be Clock1, which goes from Clock*10 = 0 to Clock*10 = 1
> Then the next range block gets rendered from 0.11 to 0.2
> (Clock-0.1)*10 = 0 to (Clock-0.1)*10 = 1
>
> Just an idea - I honestly haven't played with Chris Colefax's ClockMod macros,
> so I can't say if that's any easier / better.

I played with them years ago and rejected them. Once you start with them 
you're kind of tied in to that system and I needed more flexibility.

One other thing, I don't actually use clock directly.  I use
#declare myclock = clock * SceneDurationInSeconds;
which gives me more natural timestamps for cues, and I can vary the 
frame rate (number of frames in the scene) independently of the action.

-- 
dik


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From: Thomas de Groot
Subject: Re: Shed version 2
Date: 14 Feb 2017 02:40:58
Message: <58a2b48a$1@news.povray.org>
On 13-2-2017 14:18, Stephen wrote:
> On 2/13/2017 12:35 PM, Thomas de Groot wrote:
>> Nah! in the UK it is always drizzling... :-)
>
>
> You should know. The Netherlands often gets our leftover weather. ;-)
>

Except this winter. We blow all our unwanted stuff your way ;-)

-- 
Thomas


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From: Stephen
Subject: Re: Shed version 2
Date: 14 Feb 2017 02:51:17
Message: <58a2b6f5$1@news.povray.org>
On 2/14/2017 7:40 AM, Thomas de Groot wrote:
> On 13-2-2017 14:18, Stephen wrote:
>> On 2/13/2017 12:35 PM, Thomas de Groot wrote:
>>> Nah! in the UK it is always drizzling... :-)
>>
>>
>> You should know. The Netherlands often gets our leftover weather. ;-)
>>
>
> Except this winter. We blow all our unwanted stuff your way ;-)
>

Well you can keep Geert Wilders. We have enough trouble makers of our 
own. ;-)

BTW Good luck on the ides of March. I just noticed the date of your 
Elections.
You never know, You and the French may join us in "The Common Market" 
Ver 2.0 :-)


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Shed version 2
Date: 14 Feb 2017 07:23:17
Message: <58a2f6b5$1@news.povray.org>
On 14-2-2017 8:51, Stephen wrote:
> On 2/14/2017 7:40 AM, Thomas de Groot wrote:
>> On 13-2-2017 14:18, Stephen wrote:
>>> On 2/13/2017 12:35 PM, Thomas de Groot wrote:
>>>> Nah! in the UK it is always drizzling... :-)
>>>
>>>
>>> You should know. The Netherlands often gets our leftover weather. ;-)
>>>
>>
>> Except this winter. We blow all our unwanted stuff your way ;-)
>>
>
> Well you can keep Geert Wilders. We have enough trouble makers of our
> own. ;-)
>
> BTW Good luck on the ides of March. I just noticed the date of your
> Elections.
> You never know, You and the French may join us in "The Common Market"
> Ver 2.0 :-)
>
>

I don't know what is going to happen. It is time for a strategic vote 
but even then, Mr. W. will probably win... but not to form any 
government as no coalition will be possible with his 'party'. (His, is 
not a party s.s. by the way, as he is the only and unique member of the 
PVV. Interesting isn't it?)

Otherwise, following better economical perspectives, Europe is no longer 
really an issue for these elections. The negative consequences for a 
Nexit are too strong and few are really interested. It is now all about 
'identity' and mosques...

-- 
Thomas


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