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I agree, we do this wiht objects all the time... but the camera has to be in the
right location and look at the right location, plus adding any tilts and what not.
That's what makes it a bit more complicated.
Nieminen Mika wrote:
> Josh English <eng### [at] spiritonecom> wrote:
> : the problem with rotating the camera is that you have to place the camera at
> : the origin, rotate it, then translate it.
>
> I really don't see the problem here. You do this with all your objects,
> don't you? Why the camera should be any more difficult?
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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I finally finished it... Sorry for the delay and I hope it's not too little, too
late.
http://www.spiritone.com/~english/sky/sky.html
Josh English wrote:
> the problem with rotating the camera is that you have to place the camera at
> the origin, rotate it, then translate it.
>
> Adjusting the sky vector does this with less of a head ache.
>
> Normal cameras are placed at the location, then pans around it's y-axis to
> match the look_at vector, then tilts up or down to look directly at the look_at
> point.
>
> The sky vector alters the cameras Y axis. Since I see this question asked by
> more than one user, I'm going to put up a small tutorial on my website on how
> this works...
>
> Nathan Kopp wrote:
>
> > I stand corrected.
> >
> > -Nathan
> >
> > Nieminen Mika wrote:
> > >
> > > Nathan Kopp <Nat### [at] koppcom> wrote:
> > > : I really don't think rotate will roll the camera... it just moves its
> > > : position.
> > >
> > > plane { y,-1 pigment { checker rgb 1,rgb .5 } }
> > > plane { -y,-1 pigment { checker rgb x*1,rgb x*.5 } }
> > > light_source { 0,1 }
> > > camera { location -z look_at 0 rotate z*30 }
> > >
> > > http://www.cs.tut.fi/~warp/rotate.jpg
> > >
> > > --
> > > main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> > > ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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