POV-Ray : Newsgroups : povray.general : Seeking Anim advice Server Time
17 Nov 2024 01:14:40 EST (-0500)
  Seeking Anim advice (Message 1 to 8 of 8)  
From: Rob Brown-Bayliss
Subject: Seeking Anim advice
Date: 8 Oct 2001 00:15:54
Message: <3bc1287a@news.povray.org>
Hi, I have a plan in mind, but being an extreme newbie would likt to
check with eveyone to make sure it's not a total waste of time.

I want to model and animate the construction stages of a new home.
Starting with the foundations and working up to a final walk through the
house.

I want to have the camera circle the house as it's built.

What I had thought was place all the parts inside #ifdef #end statements,
and use some variant of teh clock timing include files full of
declarations,

eg, a clock setting X include a file the #delcares foundations = 1 and
then the image for that frame will sow the foundations etc etc.

Is this feasable, or is there a much better way ?

Thanks

-- 

  Rob Brown-Bayliss
 ---======o======---


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From: Chaps
Subject: Re: Seeking Anim advice
Date: 8 Oct 2001 06:27:06
Message: <3bc17f7a$1@news.povray.org>
Hi Rob,
I like your idea; In fact I came to Pov because, some years ago,
I wanted to show my wife what our house could be,
and she was not confortable with blueprint and section.

At this time I wrote my own "real time" wireframe renderer,
and it was possible ti visit the house using keypad.
But the image was so poor that I gave uo as soon as I discovered Pov...

To do what you say, I think that I would write something like:

#declare Fondation_appear = 0.15
#declare Fondation_disappear = 0.55

#if ((clock > Fondation_appear) & (clock < Fondation_disappear))
    #debug "Including Fondation\n"
    #include Fondation.inc
#end

and so on.


Chaps
"Rob Brown-Bayliss" <on_### [at] clearnetnz> wrote in message
news:3bc1287a@news.povray.org...
> Hi, I have a plan in mind, but being an extreme newbie would likt to
> check with eveyone to make sure it's not a total waste of time.
>
> I want to model and animate the construction stages of a new home.
> Starting with the foundations and working up to a final walk through the
> house.
>
> I want to have the camera circle the house as it's built.
>
> What I had thought was place all the parts inside #ifdef #end statements,
> and use some variant of teh clock timing include files full of
> declarations,
>
> eg, a clock setting X include a file the #delcares foundations = 1 and
> then the image for that frame will sow the foundations etc etc.
>
> Is this feasable, or is there a much better way ?
>
> Thanks
>
> --
>
>   Rob Brown-Bayliss
>  ---======o======---


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From: Bob H 
Subject: Re: Seeking Anim advice
Date: 8 Oct 2001 07:00:29
Message: <3bc1874d@news.povray.org>
"Chaps" <cha### [at] yahoocom> wrote in message
news:3bc17f7a$1@news.povray.org...
>
> To do what you say, I think that I would write something like:
>
> #declare Fondation_appear = 0.15
> #declare Fondation_disappear = 0.55
>
> #if ((clock > Fondation_appear) & (clock < Fondation_disappear))
>     #debug "Including Fondation\n"
>     #include Fondation.inc
> #end

Naahhh.  #switch with #range is so much easier to use for such a thing.  :-)
Have a look at the Doc about those.

Bob H.


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From: Josh English
Subject: Re: Seeking Anim advice
Date: 8 Oct 2001 13:44:54
Message: <3BC1E5C5.60BBCAC@spiritone.com>
"Bob H." wrote:

> "Chaps" <cha### [at] yahoocom> wrote in message
> news:3bc17f7a$1@news.povray.org...
> >
> > To do what you say, I think that I would write something like:
> >
> > #declare Fondation_appear = 0.15
> > #declare Fondation_disappear = 0.55
> >
> > #if ((clock > Fondation_appear) & (clock < Fondation_disappear))
> >     #debug "Including Fondation\n"
> >     #include Fondation.inc
> > #end
>
> Naahhh.  #switch with #range is so much easier to use for such a thing.  :-)
> Have a look at the Doc about those.
>
> Bob H.

Actually, if each piece is going to appear for only a limited time, Chaps
solution is better. It allows for a greater flexibility.
For instance, the foundation might be visible at first, then the frames of the
walls, which might be view able while the exterior shows up,  then when the
interior walls go up, the frame can disappear, and the foundation would still
be visible.

If an item is static and going to appear, then disappear, and not move, then
testing the clock value is much more efficient in coding then switch
statements.


--
Josh English
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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From: Rune
Subject: Re: Seeking Anim advice
Date: 8 Oct 2001 14:47:51
Message: <3bc1f4d7@news.povray.org>
"Bob H." wrote:
> Naahhh.  #switch with #range is so much easier to use
> for such a thing.  :-)

I disagree. Not necessarily anyway. As I understand it the first phases of
the building has to remain throughout the animation, only more and more
parts are added to it. What I've written here is based on that assumption.
If the assumption is wrong you may ignore this message.

#switch and #range is not suitable for that, as they only allow one
switch/range to be active at a time. Or does it allow several at a time? I
don't recall, but there still would be no advantage in using it, as the
upper limit of all the ranges would all be the same.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


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From: Rob Brown-Bayliss
Subject: Re: Seeking Anim advice
Date: 8 Oct 2001 17:42:58
Message: <3bc21de2@news.povray.org>
Thanks for the advice,  After asking I waded rightin without waiting foir
replies.

What I have done sofar is to create macros for things like foundation
poles and bearers, floor joists etc (this is as far as I got last night)

These macros some times include a test for detail level, for example if
detail > 7 then I but bolts through the poels and bearers, otherwise
leave the bolts out.

Then I have an include file, that is similar to Chaps idea, It list
things like:

#declare Emptysection = 0
#declare Excavated	= 1
#declare Slab = 2
#declare Blocks = 3
#declare Poles = 4
#declare JoistBearers = 5
#declare SectionAJoists = 6
#declare StudyBeams = 7
#declare StudyJoists = 8 
#declare StudyLowerWall = 9 
#declare LowerCatwalkBeams = 10
#declare GuestJoist = 11
#declare GarageJoists = 12

(once again as far as I have got)

and in my main file I do:

// The Foundation
#declare FoundationsA = union
{
	#local FFL = 44.95
	#local Height = 2
	#local JSize = 0.25
	#local FThick = 0.02

	#if (ConStage >= SectionAJoists)
		object
		{
			FloorJoists(7.2,8.4,0.45,JSize)
			rotate <0,90,0>
			translate <0,(FFL - JSize - FThick),0>
		}
	#end
	
	object
	{	//Bearers(PoleDiam, NumPoles, Height, Length)
		Bearers(0.25, 5, Height, 7.2)
		translate <-4,FFL - JSize - FThick - Height,0>
	}


And, when I finaly come to the animation I hope to increase the ConStage
every some many degrees that the camera rotates around the scene...

How does this sound?  I decided on this as it's fairly easy to alter the
order that objects apear to be built...  And the detail will at a later
stage enable me to zoom in on specifics...

At least, this is the thory :o)

-- 

  Rob Brown-Bayliss
 ---======o======---


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From: Shalom
Subject: Re: Seeking Anim advice
Date: 11 Oct 2001 17:53:23
Message: <3bc614d3@news.povray.org>
I think that your idea would work, but it might be hard. It may be easier to 
just build the house, with all the interior, and use a CSG intersection with a 
slowly rising box. At least the animation code would be really easy (about 5 
lines), though we you wouldn't be able to do 1 part at a time. Look at the 
following code for an example:

background{rgb 1}
light_source{  
        <0,0,-20>
        rgb 1 shadowless

}

camera {
        location <0,0,-20>
        look_at<0,0,0>    
}   
                    
intersection{                    
        sphere{ <0,0,0>,5
                pigment{rgb <1,0,0>}
        }
        box{ 
                <-5.1,-5.1,-5.1>,
                <5.1,-5+clock*10,5.1>
        }
}

Try this with a any number of frames going with clock 0 to 1.


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From: Rob Brown-Bayliss
Subject: Re: Seeking Anim advice
Date: 11 Oct 2001 22:21:37
Message: <3bc653b1@news.povray.org>
In article <3bc614d3@news.povray.org>, "Shalom" <sha### [at] homecom>
wrote:

> I think that your idea would work, but it might be hard. It may be
> easier to just build the house, with all the interior, and use a CSG
> intersection with a slowly rising box. At least the animation code would
> be really easy (about 5 lines), though we you wouldn't be able to do 1
> part at a time. Look at the following code for an example:


Yeah, but I really want to have bits at a time, like having just to
posts, then the beams, then the walls, then the second floor, then more
walls, and show the walls without any cladding, then with cladding etc
etc.

It's a mission huh?


-- 

  Rob Brown-Bayliss
 ---======o======---


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