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Hey, thanks for the help guys! Here's a quick sample of where I'm up to...
~Steve~
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Attachments:
Download '3_hoops.wmv.dat' (358 KB)
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"Stephen" <mcavoysATaolDOTcom@> wrote in message
news:to30u2572s1p7etdnk2fu3i9uqeq1vgacf@4ax.com...
> On Fri, 23 Feb 2007 20:26:21 -0000, "St." <dot### [at] dot com> wrote:
>
>>
>> Cool! I'd love to see it some time.
>>
> So would I but it was two laptops, eight years and several system crashes
> ago.
> I probably have it on an Omega zip drive somewhere in storage but when I
> could
> get to it I don't know :-(
Never mind, I'm sure it was good. I think I've got to grips with how
the horse would rise and fall whilst rotating around Y now. See the attached
in my other post.
> My first animation was a Newton's cradle made out of Red Stripe bottles
> hanging
> over Jamaica. I was working at Red Stripe in Kingston at the time. That's
> lost
> too, more's the pity.
Yeah, when I think of all the models that I lost on my old HD, I could
weep! <sniff>
~Steve~
>
> Regards
> Stephen
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...And this is where I'm up to now.
This is the code that I finally came up with for this vid:
object{
Horse5 //Two seperate horses exported as one model from Wings
translate x*0
translate y*.45*sin(360*clock)
scale 2.45
rotate (y*clock*360)
}
How do I go about making another set of horses fall when the first set
rises?
~Steve~
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Attachments:
Download '2horses.wmv.dat' (568 KB)
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On Sat, 24 Feb 2007 20:53:09 -0000, "St." <dot### [at] dot com> wrote:
>...And this is where I'm up to now.
>
> This is the code that I finally came up with for this vid:
>
> object{
> Horse5 //Two seperate horses exported as one model from Wings
> translate x*0
> translate y*.45*sin(360*clock)
> scale 2.45
> rotate (y*clock*360)
> }
>
> How do I go about making another set of horses fall when the first set
>rises?
>
>
> ~Steve~
>
>
Use the same frequency but with a different phase.
// Untried
object{
HorseX //Two separate horses exported as one model from Wings
translate x*0
translate y*.45*sin((360*clock) +180)
scale 2.45
rotate (y*clock*360)
}
I would use one horse, declare it, then use it several times.
Regards
Stephen
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St. wrote:
> ...And this is where I'm up to now.
>
> This is the code that I finally came up with for this vid:
>
> object{
> Horse5 //Two seperate horses exported as one model from Wings
> translate x*0
> translate y*.45*sin(360*clock)
> scale 2.45
> rotate (y*clock*360)
> }
>
> How do I go about making another set of horses fall when the first set
> rises?
Either add 90 degrees to the sin() like:
sin((360*clock) + 90)
or use cos(360*clock) (a cosine is a sine shifted by 90 degrees)
-Markus
(keeps fingers crossed that it isn't 180 degrees, his
trigonometry lessons being, like, so very 1985...)
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Ok, thanks Stephen and Markus for putting me on the right track! I now have
24 horses galavanting around my merry-go-round! :o)
So, to the next question; I want to add some lights to the scene, but I
want them to be flashing on and off throughout the animation. How do I do
this?
~Steve~
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St. wrote:
> Ok, thanks Stephen and Markus for putting me on the right track! I now have
> 24 horses galavanting around my merry-go-round! :o)
>
> So, to the next question; I want to add some lights to the scene, but I
> want them to be flashing on and off throughout the animation. How do I do
> this?
I'm no POVer, but i guess after cross-reading
http://www.povray.org/documentation/view/3.6.1/308/
you'd simply use rgb <0.5 + (0.5 * sin(70*clock) ), 0.5 +
(0.5 * sin(70*clock) ), 0.5 + (0.5 * sin(70*clock) )> as the
light's color declaration, creating a "soft pulsing" light,
or alternatively something like
#if ( sin(70*clock) > 0.5 )
light_source {
<0, 0, 0>
color rgb<0,0,0>
translate <-30, 30, -30>
}
#else
light_source {
<0, 0, 0>
color rgb<1,1,1>
translate <-30, 30, -30>
}
#end
Not sure if that's the best way to do it, but it worked in
my first-ever POVray scene :)
It'll result in a lamp that's on/off half of the time. Of
course, you could just leave out the <0,0,0> lamp.
Flip the value above (from > 0.5 to < 0.5) for a second set
of lights that are on while the first set is off. Place them
around the upper rim of the carousel.
-M
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On Sun, 25 Feb 2007 21:35:41 -0000, "St." <dot### [at] dot com> wrote:
>
> So, to the next question; I want to add some lights to the scene, but I
>want them to be flashing on and off throughout the animation. How do I do
>this?
You could also use the switch directive. To start off with keep the debug
statement in. In fact it is good practice to use debug in animations especially
when scenes get complicated. Debug and concat are your friends :-).
#switch (clock)
#range(0,0.2)
#debug "Range A"
light_source {
<0, 0, 0> color rgb <1, 1, 1> // White light
translate <-30, 30, -30>
}
#break
#range(0.2,0.4)
#debug "Range B"
light_source {
<0, 0, 0> color rgb <1, 0,0> // Red light
translate <-30, 30, -30>
}
#break
#range(0.4,0.6)
#debug "Range C"
light_source {
<0, 0, 0> color rgb <0, 1,0> // Green light
translate <-30, 30, -30>
}
#break
#range(0.6,0.8)
#debug "Range D"
light_source {
<0, 0, 0> color rgb <0, 0,1> // Blue light
translate <-30, 30, -30>
}
#break
#range(0.8,1)
#debug "Range E"
light_source {
<0, 0, 0> color rgb <0, 0,0> // Blue light
translate <-30, 30, -30>
}
#break
#end
Regards
Stephen
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Ok, I've got a flashing white light now. Cool! :)
This is with a part of Markus' code, but, I'm going to give Stephen's
answer a go for a different effect too.
Working on it now in a new sample scene.
Overall, my concept with this (rotating and lit carousel) animation, is
to get it as real as I can, but the main idea behind it is because I
couldn't find a decent vid on the 'net to illustrate a (proper) revolving
carousel. Maybe this will guide a few others if I can get it near ok.
~Steve~
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AWSOME!
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