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Hi Ken,
thanks for your good words, its very helpful :)
I've just moved from Germany to Niue (South Pacific). I'm here now since almost
tree months and there a still a lot of things I'm missing.
My big package is still on its way, my machine is an old 32bit PC. I've put it
on the flight because of a Rendercard that makes it useful.
But I'm happy at all! Moving to a paradise-island was the best thing in my live!
Hope your moving was not to stressful!
All the best to Virginia and good luck with your new home! :)
Since days, I try to find a way to make a head, that looks a little like a
monkey.
No I give up. one of the problem is, that every part of the robot looks like, it
has a real function.
But what is a mouth good for a robot for example? The head has made the most
work. I would never expect this in before..
To give it a nice >something<, I decided to bring a Rubiks-cube into the head,
working as a >brain<.
When thinking, the cube is edited by some kinetic-system.
There is no Rubiks-cube in the picture at the moment. Within the next days, I'll
connect all the part, and the animation part can begin.
Holger
Post a reply to this message
Attachments:
Download 'head01.jpg' (68 KB)
Preview of image 'head01.jpg'

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web.4b177ff3234deab6da6353d60@news.povray.org...
>
> I've just moved from Germany to Niue (South Pacific). I'm here now since
> almost
> tree months and there a still a lot of things I'm missing.
If you got a Wilson voleyball, a pair of ice skates and an unopened pack
from FedEx, you are ok ;-)
BTW I'm stunned you are developping this robot project on your 20x15 km
island so far from industrial environment... nostalgy?
As many others said, that is an awesome work
Marc
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Ok, this is the first version. I'm not very happy with the head and there are a
few little things to edit.
Tomorrow I'll start to rig it.
The cool tings are that about 270 geometries are imported, while there are about
2800 objects in the scene. That means, over 90% of the geometry is reused. The
even better thing is that I'm using the "Persistence of objects" function from
Megapov 0.6. The effect is, that I'm loading the geometry (that takes more than
99% of the parsing time) just for the _first_ frame. Every frame coming after,
reuses the geometry and _no_ loading in the geometry any more!
The optimization is extreme!
I hope, that I cam make a good animation to make it a good project.
Holger :)
Ps.: All the best greeting and a big thanx for all people, who helped me, doing
this thing. Including the makers of PovRay and MegaPov as well!
Post a reply to this message
Attachments:
Download 'v01.jpg' (239 KB)
Preview of image 'v01.jpg'

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Less boring perspective and a view little editings at the legs.
Post a reply to this message
Attachments:
Download 'v01b.jpg' (88 KB)
Preview of image 'v01b.jpg'

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H. Karsten wrote:
> Ok, this is the first version. I'm not very happy with the head and there are a
> few little things to edit.
maybe the head is a tad small for that gorilla shape.
> even better thing is that I'm using the "Persistence of objects" function from
> Megapov 0.6. The effect is, that I'm loading the geometry (that takes more than
> 99% of the parsing time) just for the _first_ frame.
I didn't know about this function. A few months ago I made a similar
hack for 3.7 when I tried to render an animation of a large dataset.
A hack because I found that keeping the data around was much easier than
also releasing it cleanly at a later time ;) Basically I added a #static
keyword, which, when used instead of #declare, kept the variable in a
separate global symbol table which persisted across frames (and even
across multiple renders within one session under Windows).
Post a reply to this message
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"H. Karsten" <h-karsten()web.de> schreef in bericht
news:web.4b1cb475234deab6da6353d60@news.povray.org...
> Less boring perspective and a view little editings at the legs.
>
>
>
Hey! It is really cute this way :-)
Thomas
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Christian Froeschlin <chr### [at] chrfr de> wrote:
> ... Basically I added a #static
> keyword, which, when used instead of #declare, kept the variable in a
> separate global symbol table which persisted across frames (and even
> across multiple renders within one session under Windows).
Man this is cool! You should offer this for the version 4
I just started the rigging. Here is a picture, showing my desktop with 3DS-Max
and MegaPov 0.6 The lowest level in MAX, the highest in MegaPov.
Sooner ore later I'll write a Max Script instead of a Basic program. That would
it make possible to use G-Max (which is for free).
Actually, I'm looking for a free CAD Program, that cam export data to PovRay.
has anyone an idea?
Or a plugin for HeeksCAD maybe.
Holger
Post a reply to this message
Attachments:
Download 'screen.jpg' (452 KB)
Preview of image 'screen.jpg'

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It becomes really impressive!
How about starting a new thread?
Paolo
>H. Karsten on date 08/12/2009 06:37 wrote:
> Christian Froeschlin <chr### [at] chrfr de> wrote:
>
>> ... Basically I added a #static
>> keyword, which, when used instead of #declare, kept the variable in a
>> separate global symbol table which persisted across frames (and even
>> across multiple renders within one session under Windows).
>
> Man this is cool! You should offer this for the version 4
>
> I just started the rigging. Here is a picture, showing my desktop with 3DS-Max
> and MegaPov 0.6 The lowest level in MAX, the highest in MegaPov.
>
> Sooner ore later I'll write a Max Script instead of a Basic program. That would
> it make possible to use G-Max (which is for free).
>
> Actually, I'm looking for a free CAD Program, that cam export data to PovRay.
> has anyone an idea?
>
> Or a plugin for HeeksCAD maybe.
>
> Holger
>
>
>
>
>
>
>
> ------------------------------------------------------------------------
>
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Paolo Gibellini <p.g### [at] gmail com> wrote:
> It becomes really impressive!
> How about starting a new thread?
> Paolo
>
Why a new tread?
Holger
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> Paolo Gibellini <p.g### [at] gmail com> wrote:
>> It becomes really impressive!
>> How about starting a new thread?
>> Paolo
>>
> Why a new tread?
>
> Holger
>
This one is geting prety deep...
Alain
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