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From: Nicolas Alvarez
Subject: splinefollow.pov
Date: 5 Mar 2008 15:17:47
Message: <47ceffeb@news.povray.org>
I needed a simple scene with radiosity. So I tweaked splinefollow.pov 
(available on povray/scenes/animations/splinefollow). I removed both 
light sources and the sky sphere, added high ambient to the rings and 
the vertical pole, and some high-quality radiosity. Animation frames 
still took around two minutes each.

Video attached (XviD). Play it looped!

Yes, a first-person view follows :)


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Attachments:
Download 'anim019.avi.dat' (487 KB)

From: Nicolas Alvarez
Subject: Re: splinefollow.pov
Date: 5 Mar 2008 17:21:39
Message: <47cf1cf3@news.povray.org>

> Yes, a first-person view follows :)

Too big to post here.

http://impfarm.imp.org/boinc/sample_results/anim021.avi


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From: St 
Subject: Re: splinefollow.pov
Date: 14 Mar 2008 13:54:54
Message: <47dac9fe$1@news.povray.org>
"Nicolas Alvarez" <nic### [at] gmailisthebestcom> wrote in message 
news:47cf1cf3@news.povray.org...

>> Yes, a first-person view follows :)
>
> Too big to post here.
>
> http://impfarm.imp.org/boinc/sample_results/anim021.avi

    Excellent Nicolas! I haven't played with splines yet, but your anim 
shows me what I need to do with my carousel animation. I'm nowhere near 
finished with it, (it'll be a couple of years, I think), but I want to get 
the carousel rotating, get the horses rotating and travelling up and down, 
(all of those are now done), and then get the camera to whizz around amongst 
the horses, up, down and around, avoiding the horses and riders obviously.

      Any pointers on how you get the spline to go where you want it go? Is 
that side of it easy? I love PoV, but my worst problem with pure pov is 
translating. It takes me *ages* to get any model where I want it to be. (No, 
I haven't looked at splinefollow.pov just yet, but I will).

      How do you hook up one end of the spline to the other end? Is it as 
simple as hooking up to the original start coordinates?

      Nice demonstration, thanks, it's just what I needed to spur me on with 
my project.  :)

         ~Steve~


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From: Nicolas Alvarez
Subject: Re: splinefollow.pov
Date: 14 Mar 2008 14:15:44
Message: <47dacee0@news.povray.org>
St. escribió:
>       Any pointers on how you get the spline to go where you want it go? Is 
> that side of it easy? I love PoV, but my worst problem with pure pov is 
> translating. It takes me *ages* to get any model where I want it to be. (No, 
> I haven't looked at splinefollow.pov just yet, but I will).
> 
>       How do you hook up one end of the spline to the other end? Is it as 
> simple as hooking up to the original start coordinates?

I only changed lighting and textures. The follow-along-spline code comes 
straight from the original sample scene, I didn't touch any of that.


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From: St 
Subject: Re: splinefollow.pov
Date: 14 Mar 2008 14:22:45
Message: <47dad085$1@news.povray.org>
"Nicolas Alvarez" <nic### [at] gmailisthebestcom> wrote in message 
news:47dacee0@news.povray.org...

>>       Any pointers on how you get the spline to go where you want it go? 
>> Is that side of it easy? I love PoV, but my worst problem with pure pov 
>> is translating. It takes me *ages* to get any model where I want it to 
>> be. (No, I haven't looked at splinefollow.pov just yet, but I will).
>>
>>       How do you hook up one end of the spline to the other end? Is it as 
>> simple as hooking up to the original start coordinates?
>
> I only changed lighting and textures. The follow-along-spline code comes 
> straight from the original sample scene, I didn't touch any of that.

       Yes, I know, but how do I change the trans coords to get the spline 
where I want it to go when other things around the spline are moving up and 
down and rotating? Guesswork? What's the efficient way of doing it?

         Any idea?

         ~Steve~


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From: Stephen
Subject: Re: splinefollow.pov
Date: 14 Mar 2008 14:24:25
Message: <35klt3du7s3k9csdqu48u7obj8a05js5b2@4ax.com>
On Wed, 05 Mar 2008 18:16:34 -0200, Nicolas Alvarez
<nic### [at] gmailisthebestcom> wrote:

>Video attached (XviD). Play it looped!

Any chance of creating it as a mpeg? I cannot see it nor the big one. :(

Regards
	Stephen


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From: Stephen
Subject: Re: splinefollow.pov
Date: 14 Mar 2008 14:26:40
Message: <h7klt3l3g8p4mepbffn97ldkp3g21j94t6@4ax.com>
On Fri, 14 Mar 2008 19:22:38 -0000, "St." <dot### [at] dotcom> wrote:

> Guesswork? What's the efficient way of doing it?
>
>         Any idea?
Use a modeller :)
I find that it is too hard otherwise.

Regards
	Stephen


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From: St 
Subject: Re: splinefollow.pov
Date: 14 Mar 2008 14:41:09
Message: <47dad4d5$1@news.povray.org>
"Stephen" <mcavoyATaolDOTcon> wrote in message 
news:h7klt3l3g8p4mepbffn97ldkp3g21j94t6@4ax.com...
> On Fri, 14 Mar 2008 19:22:38 -0000, "St." <dot### [at] dotcom> wrote:
>
>> Guesswork? What's the efficient way of doing it?
>>
>>         Any idea?
> Use a modeller :)
> I find that it is too hard otherwise.

   Thanks! I didn't know you could do that, I thought it was a pov only 
thing! Cool, now the cookie's crumbled... ;)

       ~Steve~


>
> Regards
> Stephen


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From: Nicolas Alvarez
Subject: Re: splinefollow.pov
Date: 14 Mar 2008 15:02:43
Message: <47dad9e3@news.povray.org>

> On Wed, 05 Mar 2008 18:16:34 -0200, Nicolas Alvarez
> <nic### [at] gmailisthebestcom> wrote:
> 
>> Video attached (XviD). Play it looped!
> 
> Any chance of creating it as a mpeg? I cannot see it nor the big one. :(

I had trouble getting ffmpeg to output a working mpeg2 (.mpg) file, but 
let's see what I can do.


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From: Stephen
Subject: Re: splinefollow.pov
Date: 14 Mar 2008 15:14:47
Message: <jvmlt3t3a6mo5pkhuhihqgblqt4scmv712@4ax.com>
On Fri, 14 Mar 2008 19:41:05 -0000, "St." <dot### [at] dotcom> wrote:

>   Thanks! I didn't know you could do that, I thought it was a pov only 
>thing! Cool, now the cookie's crumbled... ;)

Bishop3D (in Beta but quite stable) can import your Pov file. You will have to
redo the animation but it shouldn't be hard. Like moray it does not support
everything.
http://www.bishop3d.com/

Regards
	Stephen


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