POV-Ray : Newsgroups : povray.binaries.animations : Some more dominos Server Time
8 Jul 2024 07:54:42 EDT (-0400)
  Some more dominos (Message 1 to 8 of 8)  
From: Ralf Jonas
Subject: Some more dominos
Date: 26 Nov 2004 15:22:29
Message: <opsh29jrzl029eka@hennes.sytes.net>
Hi,

now that I've managed to write some macros to line up dozens of dominos  
I'm trying to follow the falling dominos with the camera. But that looks  
really nervous and abrupt. Any hints for a smooth camera movement?

http://home.nexgo.de/auspeitscher/Domino_4.mpg (9 MB)

By the way: Has anyone a good texture and normal pattern for a domino? ;-)

Thanks in advance
   Ralf

-- 
Using Opera's revolutionary e-mail client: http://www.opera.com/m2/


Post a reply to this message

From: Shurakai
Subject: Re: Some more dominos
Date: 26 Nov 2004 15:35:00
Message: <web.41a7935ad016956b3522e90@news.povray.org>
"Ralf Jonas" <Scr### [at] hotmailcom> wrote:
> Hi,
>
> now that I've managed to write some macros to line up dozens of dominos
> I'm trying to follow the falling dominos with the camera. But that looks
> really nervous and abrupt. Any hints for a smooth camera movement?
>
 Hi Ralf,

very nice movie. I think the camera movement during the first time of Your
movie is much too fast. You should make the fly through the dominos much
slower and then increase the speed if You focus on the falling dominos.
That would help a lot. Another thing, why is You movie sooooooooo big ??
What kind of codec and which bitrate did You used to create it ?

Shu


Post a reply to this message

From: Shurakai
Subject: Re: Some more dominos
Date: 26 Nov 2004 15:55:00
Message: <web.41a79752d016956b3522e90@news.povray.org>
Ooops, forgot to ask :

How did You animate Your camera, by a spline, by simple translate and
rotate, or did You used the autoclock macro from Chris Colefax ?

Shu.


Post a reply to this message

From: Ralf Jonas
Subject: Re: Some more dominos
Date: 27 Nov 2004 07:02:36
Message: <opsh4g2yid029eka@hennes.sytes.net>
Hi,

> How did You animate Your camera, by a spline, by simple translate and
> rotate, or did You used the autoclock macro from Chris Colefax ?

Well, I did it the hard way. ;-) Sorry, it's my first animation ever.

camera {
   #switch(time_step)
     #range (0, 32.4999999)
         #local winkel = time_step / 64 * PI;
         #local xpos = -1.0 + time_step * .03;
         #local ypos = 0.30 + sin(winkel) * 0.472;
         #local xview = xpos + 0.1;
         #local yview =0.30 + sin(winkel + 0.1) * 0.472;
         location  <xpos,  0.06, ypos>
         look_at   <xview, 0.02, yview>
         #declare bahn1_x = xpos;
         #declare bahn1_y = ypos;
     #break
     #range (32.5, 46.499999)
         #local bahn1_x = -1.0 + 32 * .03;
         #local bahn1_y = 0.30 + sin(32 / 60 * PI) * 0.472;
         location  <bahn1_x + (time_step-32) * .03,  0.06 - ((time_step-32)  
/ 14 * 0.04), bahn1_y>
         look_at   <bahn1_x + 0.1 + (time_step-32) * .03, 0.02, bahn1_y>
     #break
     #range (46.5, 55.4999)
         #local bahn1_x = -1.0 + 32 * .03;
         #local bahn1_y = 0.30 + sin(32 / 60 * PI) * 0.472;
         location  <bahn1_x + (time_step-32) * .03,  0.02, bahn1_y>
         look_at   <bahn1_x + 0.1 + (time_step-32) * .03, 0.02, bahn1_y>
     #break
     #range (55.5, 61.499999)
         #local bahn1_x = -1.0 + 32 * .03;
         #local bahn1_y = 0.30 + sin(32 / 60 * PI) * 0.472;
         location  <bahn1_x + (time_step-32) * .03,  0.02 + ((time_step-55)  
/ 6 * 0.04), bahn1_y>
         look_at   <bahn1_x + 0.1 + (time_step-32) * .03, 0.02, bahn1_y>
     #break
     #range (61.5, 68.455555)
         #local bahn1_x = -1.0 + 61 * .03;
         #local bahn1_y = 0.30 + sin(32 / 60 * PI) * 0.472;
         #local winkel = (time_step-61) / 14 * PI;
         #local xpos = bahn1_x + sin(winkel) * 0.1;
         #local ypos = bahn1_y - (1-cos(winkel)) * 0.2;
         location  <xpos,  0.06, ypos>
         look_at   <xpos + cos(winkel) * .1, 0.02, ypos + sin(winkel) * .1>
     #break
     #range (68.5, 90.455555)
         #local bahn1_x = 0.93;
         #local bahn1_y = 0.56;
         #local xpos = bahn1_x;
         #local ypos = bahn1_y - (time_step-68) * .02;
         location  <xpos,  0.06, ypos>
         look_at   <xpos,  0.02, ypos + .1>
     #break
     // etc. etc. etc.
   #else
     #error str(time_step, 10, 5)
   #end
   angle 70
}


Post a reply to this message

From: Ralf Jonas
Subject: Re: Some more dominos
Date: 27 Nov 2004 07:20:06
Message: <opsh4ht8b2029eka@laptop>
Hi,

> Another thing, why is You movie sooooooooo big ??
> What kind of codec and which bitrate did You used to create it ?

Uh oh, I hope I can tell you.
First of all, I'm using Linux and it took me a long time to find
something to make an mpeg file. Then I found mpeg2encode:

                           mpeg2encode / mpeg2decode
                           =========================
               MPEG-2 Encoder / Decoder, Version 1.2, July 19, 1996

                              Copyright (c) 1996
                         MPEG Software Simulation Group

This programme needs a parameter file:

MPEG-2 Domino Sequence, 25 frames/sec
/mnt/network/drive_l/hennes/POVRay/domi-1%03d    /* name of source files */
-         /* name of reconstructed images ("-": don't store) Old: q%d*/
-         /* name of intra quant matrix file     ("-": default matrix) */
-         /* name of non intra quant matrix file ("-": default matrix) */
-         /* name of statistics file ("-": stdout ) */
2         /* input picture file format: 0=*.Y,*.U,*.V, 1=*.yuv, 2=*.ppm */
360       /* number of frames */
1         /* number of first frame */
00:00:00:00 /* timecode of first frame */
12        /* N (# of frames in GOP) */
3         /* M (I/P frame distance) */
0         /* ISO/IEC 11172-2 stream */
0         /* 0:frame pictures, 1:field pictures */
640       /* horizontal_size */
480       /* vertical_size */
2         /* aspect_ratio_information 1=square pel, 2=4:3, 3=16:9,  
4=2.11:1 */
3         /* frame_rate_code 1=23.976, 2=24, 3=25, 4=29.97, 5=30  
frames/sec. */
5000000.0 /* bit_rate (bits/s) */
112       /* vbv_buffer_size (in multiples of 16 kbit) */
0         /* low_delay  */
0         /* constrained_parameters_flag */
4         /* Profile ID: Simple = 5, Main = 4, SNR = 3, Spatial = 2, High  
= 1 */
8         /* Level ID:   Low = 10, Main = 8, High 1440 = 6, High =  
4          */
0         /* progressive_sequence */
1         /* chroma_format: 1=4:2:0, 2=4:2:2, 3=4:4:4 */
1         /* video_format: 0=comp., 1=PAL, 2=NTSC, 3=SECAM, 4=MAC,  
5=unspec. */
5         /* color_primaries */
5         /* transfer_characteristics */
5         /* matrix_coefficients */
640       /* display_horizontal_size */
480       /* display_vertical_size */
0         /* intra_dc_precision (0: 8 bit, 1: 9 bit, 2: 10 bit, 3: 11 bit  
*/
1         /* top_field_first */
0 0 0     /* frame_pred_frame_dct (I P B) */
0 0 0     /* concealment_motion_vectors (I P B) */
1 1 1     /* q_scale_type  (I P B) */
1 0 0     /* intra_vlc_format (I P B)*/
0 0 0     /* alternate_scan (I P B) */
0         /* repeat_first_field */
0         /* progressive_frame */
0         /* P distance between complete intra slice refresh */
0         /* rate control: r (reaction parameter) */
0         /* rate control: avg_act (initial average activity) */
0         /* rate control: Xi (initial I frame global complexity measure)  
*/
0         /* rate control: Xp (initial P frame global complexity measure)  
*/
0         /* rate control: Xb (initial B frame global complexity measure)  
*/
0         /* rate control: d0i (initial I frame virtual buffer fullness) */
0         /* rate control: d0p (initial P frame virtual buffer fullness) */
0         /* rate control: d0b (initial B frame virtual buffer fullness) */
2 2 11 11 /* P:  forw_hor_f_code forw_vert_f_code search_width/height */
1 1 3  3  /* B1: forw_hor_f_code forw_vert_f_code search_width/height */
1 1 7  7  /* B1: back_hor_f_code back_vert_f_code search_width/height */
1 1 7  7  /* B2: forw_hor_f_code forw_vert_f_code search_width/height */
1 1 3  3  /* B2: back_hor_f_code back_vert_f_code search_width/height */

I don't know which parameter to change... Do you know?

Regards
   Ralf


Post a reply to this message

From: Shurakai
Subject: Re: Some more dominos
Date: 29 Nov 2004 06:55:01
Message: <web.41ab0d11d016956b3522e90@news.povray.org>
"Ralf Jonas" <Scr### [at] hotmailcom> wrote:
.............
>
> I don't know which parameter to change... Do you know?


Lol, what the hell is that ??? Sorry i'm 100% windows kid :). Actually there
should be something like data rate or bitrate. Maybe You need to change the
quantitizer to higher values ?? Sorry can't help You with this, i'm using
Xvid codec and VirtualDUB to encode my movies. Works fine and is very easy
to use and most important it's freeware. But windows only, at least VD.

Concerning the camera animation just have a look here :

http://tilo.ackro.de/CrystalPOV/index.php

I used different ways to animate the camera, but from my own oppinion
Autoclock macro is the easiest way to do it. Defining a camera spline i as
hard as Your way and functions are too mathematical to me and only offer
sinple rotations or spirals as far as i got through it. I'm still hoping
for a good animation system.

Shu.


Post a reply to this message

From: Dave Vogt
Subject: Re: Some more dominos
Date: 29 Nov 2004 08:42:46
Message: <41ab2755@news.povray.org>
Ralf Jonas wrote:

> Hi,
> 
>> Another thing, why is You movie sooooooooo big ??
>> What kind of codec and which bitrate did You used to create it ?
> 
> Uh oh, I hope I can tell you.
> First of all, I'm using Linux and it took me a long time to find
> something to make an mpeg file. Then I found mpeg2encode:
> 




=====


> 




> 
> I don't know which parameter to change... Do you know?

This seems to be a really ancient piece of software, does it?
I usually use mencoder, which is part of mplayer[1]. It's a commandline

utility, but rather easy to use (compared to this one ;). You can use
it's multifile input filter and use mpeg2 for output. The vbitrate
parameter gives the desired bitrate (800kbit/s being the default)
Something like this might help (not tested, I have to look it up
everytime I use it):

mencoder "mf://*.png" -ovc lavc \




Greets

Dave


[1] http://www.mplayerhq.hu

-- 
Dave "tPassive" Vogt | Linux  user  #225040 | www.frozenbrain.com     |

_____________________|______________________|_________________________|

List of Spam filter victims: http://frozenbrain.com/rel.php/victims   |

PGP Key:                     http://frozenbrain.com/public_key.asc    /


Post a reply to this message

From: D J  Brown
Subject: Re: Some more dominos
Date: 30 Nov 2004 18:53:15
Message: <41ad07eb$1@news.povray.org>
Ralf Jonas wrote:
 > Hi,
 >
 > now that I've managed to write some macros to line up dozens of dominos
 > I'm trying to follow the falling dominos with the camera. But that
 > looks  really nervous and abrupt. Any hints for a smooth camera movement?

Instead of making the camera move along a path, per se, give them camera 
an inertial vector, a rotational vector, and a mass. Then with each 
frame, calculate the the movement of the camera and find it's new position.

Then, during the animation, start applying "energy" to those vectors to 
affect the desired movement.

The nice thing about this method is that it's framerate independent and 
can produce quite complex and natural feeling camera movements (makes it 
easy to add physically correct "errors" like bouncing and 
over-compensation).

I would also recommend writing a quick math macro that can determine the 
vectors automatically based on a series of points and information about 
how the overall behavior of the camera (maximum rotational/linear 
acceleration and the like).

I think you'll find the implementation far more simple than my 
explanation. ;)		

> 
> http://home.nexgo.de/auspeitscher/Domino_4.mpg (9 MB)
> 
> By the way: Has anyone a good texture and normal pattern for a domino? ;-)
> 
> Thanks in advance
>   Ralf
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.