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Watch him wiggle. :)
I want to render this with photons eventually.
-Mike
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Attachments:
Download 'clown2.mpg' (305 KB)
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Amphiprion ocellaris. Its a little thick but pretty good. What did you
do him in. I want to model my tank but I do not know what to do the
fish in.
Mike wrote:
>
> Watch him wiggle. :)
>
> I want to render this with photons eventually.
>
> -Mike
>
> ------------------------------------------------------------------------
> Name: clown2.mpg
> clown2.mpg Type: MPLAYER2 File (video/mpeg)
> Encoding: base64
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> Amphiprion ocellaris. Its a little thick but pretty good.
Yup. Could be amphiprion percula too, but I didn't get into enough detail to
make the distinction. He is just a bit fat in the head.
> What did you
> do him in. I want to model my tank but I do not know what to do the
> fish in.
I did it in Animation Master. The same thing could be accomplished in sPatch,
which has similiar modeling tools.
-Mike
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"Mike" <Ama### [at] aolcom> wrote in message
news:3988918A.9A12CEFC@aol.com...
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| I want to render this with photons eventually.
That's a great fish. No scientific names from me, no fish knowledge either.
Not sure what photons could do, unless you meant for a surrounding water.
The lack of relative movement through water is the only thing I can say is
wrong about this animation. Poor guy (gal?) looks pinned down like on a
butterfly display. Unfinished I gather.
Bob
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Looks more like a swish than a wiggle, but we'll let it pass this time. Nice
modelling. :)
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Mike wrote:
> I did it in Animation Master. The same thing could be accomplished in sPatch,
> which has similiar modeling tools.
So did you export 25 different meshes to pov, one for each frame, or did you
render it in A:M?
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I exported 60 files in native .pov format in the form of bicubic
patches. It uses about 1kb per patch, so this model came out to be
about 300kb per file. Then I load the include files into a master scene
using:
#declare CURRENT_FRAME = clock;
#include concat("wiggle",str(CURRENT_FRAME,0,0) )
The include file was named wiggle.inc and numbered sequentially. The
Final_Frame is the same as Final_Clock in the ini file.
-Mike
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Ingenious. And the texturing: image maps, or some other ingenious method?
Mike wrote:
> I exported 60 files in native .pov format in the form of bicubic
> patches. It uses about 1kb per patch, so this model came out to be
> about 300kb per file. Then I load the include files into a master scene
> using:
>
> #declare CURRENT_FRAME = clock;
>
> #include concat("wiggle",str(CURRENT_FRAME,0,0) )
>
> The include file was named wiggle.inc and numbered sequentially. The
> Final_Frame is the same as Final_Clock in the ini file.
>
> -Mike
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> Ingenious. And the texturing: image maps, or some other ingenious
method?
They are image maps applied to the patches using uv mapping. I had to
change a few things from uvpov to get it to work correctly. It's pretty
much the same as uv mapping in MegaPOV but I replaced the two uv vectors
with four, allowing one to specify the four corners of a quadrilateral.
Just got this incorporated with the sources for MegaPOV today, so I'll
be tinkering with the photons. :)
-Mike
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