POV-Ray : Newsgroups : povray.general : Animation Error Server Time
26 Nov 2024 03:43:09 EST (-0500)
  Animation Error (Message 1 to 7 of 7)  
From: yetkinsengul@gmail com
Subject: Animation Error
Date: 26 Aug 2011 11:30:01
Message: <web.4e57bbb6cde67b9fd98aa2220@news.povray.org>
Hello,

I have a problem by Povray,  I am very new by Povray area
Maybe you can help me, It will be very nice.

My problem is as following,

I established a vehicle, which I would like on 8 form platform once racing in
Povray.
I used for it, the Spline_Trans macro  from See Johansen.

My problem is, the vehicle does not tracking the path
That I already defined



The following is mine povray code
Could you tell me please where did I made mistake?
-----

#include "colors.inc"                 // Defintion der Farben

#include "math.inc"
#include "transforms.inc"
background {color rgb <1,1,1>}



camera
{
location < 0, 8, -20.0>
look_at <0, -0.8, 0>
angle 12
}

light_source { < -30, 30, 0 > color White }


//definition der Bahn
cylinder {
  <0,-1.1,0>,  <0,-1,0>,  2.1
texture { pigment { color Grey } }
}


cylinder
{
<0,-1.3,0>,  <0,-1,0>,  0.77
texture { pigment { color Green }
        }
}


cylinder {
  <0,-1.1,2.6>,  <0,-1,2.6>,  2.1
texture { pigment { color Grey } }
}

cylinder
{
<0,-1.3,2.6>,  <0,-1,2.6>,  0.77
texture { pigment { color Green }
        }
}


#declare FahrzeugKoerper=

box{<-0.3, -0.95, 1.0>, <0.2, -0.88, 1.3>       texture { pigment {color rgb <2,
0, 0>}}} ;


#declare reifen=
union

{

torus{0.05,0.018
         texture{pigment {color rgb <5, 5, 5>}}} // rim - Felge

torus{0.06,0.02
          texture{pigment {color rgb <0, 0, 0>}}} // tire - Reifen
}  ;



#declare Fahrzeug=

union
{

object {FahrzeugKoerper}


object {reifen translate <0.10, 0.985, 0.925>  rotate<90,0,0>}   //Vorne Rechts


object {reifen translate <-0.20, 0.985, 0.925>  rotate<90,0,0>}  //Hinten Rechts


object {reifen translate <0.10, 1.315, 0.925>  rotate<90,0,0>}   //Vorne Links


object {reifen translate <-0.20, 1.315, 0.925>  rotate<90,0,0>}  //Hinten Rechts

}

#declare MySpline =
spline {

   cubic_spline

   -1, <0, 0, 0>, // control point
    0.00, <0.00,0.00,2.60>
    1.00, <0.45,0.00,2.50>
    2.00, <0.90,0.00,2.00>
    3.00,  <1.30,0.00,1.30>
    4.00,  <0.90,0.00,0.70>
    5.00,  <0.45,0.00,0.30>
    6.00,  <0.00,0.00,0.00>
    7.00,  <-0.45,0.00,-0.30>
    8.00,  <-0.90,0.00,-0.70>
    9.00,  <-1.30,0.00,-1.30>
    10.00, <-0.90,0.00,-2.00>
    11.00, <-0.45,0.00,-2.50>
    12.00, <0.00,0.00,-2.60>
    13.00, <0.45,0.00,-2.50>
    14.00, <0.90,0.00,-2.00>
    15.00, <1.30,0.00,-1.30>
    16.00, <0.90,0.00,-0.70>
    17.00, <0.45,0.00,-0.30>
    18.00, <0.00,0.00,0.00>
    19.00, <-0.45,0.00,0.30>
    20.00, <-0.90,0.00,0.70>
    21.00, <-1.30,0.00,1.30>
    22.00, <-0.90,0.00,2.00>
    23.00, <-0.45,0.00,2.50>
    24.00, <0.00,0.00,2.60>
    25.00, <0.00,0.00,2.60>
}

object { Fahrzeug Spline_Trans (MySpline, clock*25, <0,1,0>, 0.1, 0.00001) }

-------------------
My ini file is;

Antialias=On
Antialias_Threshold=0.2
Antialias_Depth=3

Input_File_Name=backup.pov

Initial_Frame=1
Final_Frame=25
Initial_Clock=0
Final_Clock=1

Pause_when_Done=off
Cyclic_Animation=off


Thanks a lot in advance

regards
Yetkin

(Sorry for my English)


Post a reply to this message

From: clipka
Subject: Re: Animation Error
Date: 26 Aug 2011 18:54:15
Message: <4e582417@news.povray.org>
Am 26.08.2011 17:28, schrieb yet### [at] gmailcom:

> Could you tell me please where did I made mistake?

The Spline_Trans macro only works properly when the respective object is 
constructed with its "center" at the coordinate origin (x=0,z=0). Your 
car is slightly off-center in the X direction, and seriously off-center 
in the Z direction.

In addition, note that Spline_Trans expects the object's "front" to face 
in the Z direction, whereas your car faces in the X direction.

> (Sorry for my English)

Aus deinem POVRay-Code entnehme ich dass dir Deutsch wesentlich besser 




Post a reply to this message

From: Alain
Subject: Re: Animation Error
Date: 26 Aug 2011 19:34:26
Message: <4e582d82$1@news.povray.org>

> Hello,
>
> I have a problem by Povray,  I am very new by Povray area
> Maybe you can help me, It will be very nice.
>
> My problem is as following,
>
> I established a vehicle, which I would like on 8 form platform once racing in
> Povray.
> I used for it, the Spline_Trans macro  from See Johansen.
>
> My problem is, the vehicle does not tracking the path
> That I already defined
>

>
> The following is mine povray code
> Could you tell me please where did I made mistake?
> -----

> #include "colors.inc"                 // Defintion der Farben

> #include "math.inc"
> #include "transforms.inc"
> background {color rgb<1,1,1>}
>
>
>
> camera
> {
> location<  0, 8, -20.0>
> look_at<0, -0.8, 0>
> angle 12
> }
>
> light_source {<  -30, 30, 0>  color White }
>
>
> //definition der Bahn
> cylinder {
>    <0,-1.1,0>,<0,-1,0>,  2.1
> texture { pigment { color Grey } }
> }
>
>
> cylinder
> {
> <0,-1.3,0>,<0,-1,0>,  0.77
> texture { pigment { color Green }
>          }
> }
>
>
> cylinder {
>    <0,-1.1,2.6>,<0,-1,2.6>,  2.1
> texture { pigment { color Grey } }
> }
>
> cylinder
> {
> <0,-1.3,2.6>,<0,-1,2.6>,  0.77
> texture { pigment { color Green }
>          }
> }
>
>
> #declare FahrzeugKoerper=
>
> box{<-0.3, -0.95, 1.0>,<0.2, -0.88, 1.3>        texture { pigment {color rgb<2,
> 0, 0>}}} ;
>
>
> #declare reifen=
> union
>
> {
>
> torus{0.05,0.018
>           texture{pigment {color rgb<5, 5, 5>}}} // rim - Felge
>
> torus{0.06,0.02
>            texture{pigment {color rgb<0, 0, 0>}}} // tire - Reifen
> }  ;
>
>
>
> #declare Fahrzeug=
>
> union
> {
>
> object {FahrzeugKoerper}
>
>
> object {reifen translate<0.10, 0.985, 0.925>   rotate<90,0,0>}   //Vorne Rechts
>
>
> object {reifen translate<-0.20, 0.985, 0.925>   rotate<90,0,0>}  //Hinten Rechts
>
>
> object {reifen translate<0.10, 1.315, 0.925>   rotate<90,0,0>}   //Vorne Links
>
>
> object {reifen translate<-0.20, 1.315, 0.925>   rotate<90,0,0>}  //Hinten Rechts
>
> }
>
> #declare MySpline =
> spline {
>
>     cubic_spline
>
>     -1,<0, 0, 0>, // control point
>      0.00,<0.00,0.00,2.60>
>      1.00,<0.45,0.00,2.50>
>      2.00,<0.90,0.00,2.00>
>      3.00,<1.30,0.00,1.30>
>      4.00,<0.90,0.00,0.70>
>      5.00,<0.45,0.00,0.30>
>      6.00,<0.00,0.00,0.00>
>      7.00,<-0.45,0.00,-0.30>
>      8.00,<-0.90,0.00,-0.70>
>      9.00,<-1.30,0.00,-1.30>
>      10.00,<-0.90,0.00,-2.00>
>      11.00,<-0.45,0.00,-2.50>
>      12.00,<0.00,0.00,-2.60>
>      13.00,<0.45,0.00,-2.50>
>      14.00,<0.90,0.00,-2.00>
>      15.00,<1.30,0.00,-1.30>
>      16.00,<0.90,0.00,-0.70>
>      17.00,<0.45,0.00,-0.30>
>      18.00,<0.00,0.00,0.00>
>      19.00,<-0.45,0.00,0.30>
>      20.00,<-0.90,0.00,0.70>
>      21.00,<-1.30,0.00,1.30>
>      22.00,<-0.90,0.00,2.00>
>      23.00,<-0.45,0.00,2.50>
>      24.00,<0.00,0.00,2.60>
>      25.00,<0.00,0.00,2.60>
> }
>
> object { Fahrzeug Spline_Trans (MySpline, clock*25,<0,1,0>, 0.1, 0.00001) }
>
> -------------------
> My ini file is;
>
> Antialias=On
> Antialias_Threshold=0.2
> Antialias_Depth=3
>
> Input_File_Name=backup.pov
>
> Initial_Frame=1
> Final_Frame=25
> Initial_Clock=0
> Final_Clock=1
>
> Pause_when_Done=off
> Cyclic_Animation=off
>
>
> Thanks a lot in advance
>
> regards
> Yetkin
>
> (Sorry for my English)
>
>
I added the following to make your spline visible:
#declare Spl_Pos = 0;
union{
	#while(Spl_Pos <=25)
		sphere{MySpline(Spl_Pos)-1*y, 0.02}
		#declare Spl_Pos=Spl_Pos +1/4;
	#end
	pigment{rgb<1,1,0>}
	}

If you do the same thing, you'll clearly see that your spline don't 
follow your track at all. It start and end in the center of the top loop 
and cross in the center of the botom one.

You need to adjust your spline so that it follow the correct path.
You need to create your "car" at the origin. You can place the center of 
the car or the mid point of it's rear axle at <0,0,0>.
The bottom of the wheels should be at elevation zero.
The left side should located at -Right_Side.
Now, it goes from 1 to 1.3 while it MUST go from -0.15 to 0.15.
Spline_Trans assume that your object front points toward +z. As your,s 
point toward +x, it looks like it's moving sideway.
Same size, correct orientation, rear center at x=0, z=0:
box{<-0.15, -0.95, 0.6>, <0.15, -0.88, 0>

Change the controll point at -1 to <-0.45,0.00,2.50>
Change the controll point at 25 to <0.45,0.00,2.50>
This will ensure a smooth junction.
It's never advisable to have a controll point at the same location as 
the neibouring point.



Alain


Post a reply to this message

From: yetkinsengul@gmail com
Subject: Re: Animation Error
Date: 27 Aug 2011 12:45:00
Message: <web.4e591e20f513c6d0178d6f1b0@news.povray.org>
Hello,

many many thanks Clipka & Alain for your advices

you just made my day :)

It's work now,

but I have some questions,

1. The control points are for me not clearly,What is the task of control point
in this macro? Why should I define a control point by [-1] and by [25]even if I
have frames from 0 to 24 (25 in my case)?

2.Can I define the spline points with a parameter? I mean for expl. if I want to
declare 50  frames(pictures), it will be take long time to type it for each
frame the declaration of points?

In my case, If I want to get the cars in following time in this position
1-Clock 0,  <1,30,0,2.60] Start
2-Clock*1/8 <0,0,1.3>
3-clock*2/8 <-1.3,0,0>
4-clock*3/8 <0,0,-1.3>
5-clock*4/8 <1.3,0,0>
6-clock*5/8 <0,0,1.3>
7-clock*6/8 <-1.3,0,2.6>
8-clock*7/8 <0,0,3.9>
9-clock*8/8 <1.3,0,2.6> End

But 50 frames from clock 0 to clock 1.
How should I declare spline point cleverly, that I avoid to type 50 points?


(I have tried following defination for spline points
clock*50, <1.30*cos(2*pi*clock),0,2.60+1.3*sin(2*pi*clock)>
But it doesn't work, what I expected.
)

Many Thanks in advance for your advices
Yetkin




Alain <aze### [at] qwertyorg> wrote:

> > Hello,
> >
> > I have a problem by Povray,  I am very new by Povray area
> > Maybe you can help me, It will be very nice.
> >
> > My problem is as following,
> >
> > I established a vehicle, which I would like on 8 form platform once racing in
> > Povray.
> > I used for it, the Spline_Trans macro  from See Johansen.
> >
> > My problem is, the vehicle does not tracking the path
> > That I already defined
> >

> >
> > The following is mine povray code
> > Could you tell me please where did I made mistake?
> > -----

> > #include "colors.inc"                 // Defintion der Farben

> > #include "math.inc"
> > #include "transforms.inc"
> > background {color rgb<1,1,1>}
> >
> >
> >
> > camera
> > {
> > location<  0, 8, -20.0>
> > look_at<0, -0.8, 0>
> > angle 12
> > }
> >
> > light_source {<  -30, 30, 0>  color White }
> >
> >
> > //definition der Bahn
> > cylinder {
> >    <0,-1.1,0>,<0,-1,0>,  2.1
> > texture { pigment { color Grey } }
> > }
> >
> >
> > cylinder
> > {
> > <0,-1.3,0>,<0,-1,0>,  0.77
> > texture { pigment { color Green }
> >          }
> > }
> >
> >
> > cylinder {
> >    <0,-1.1,2.6>,<0,-1,2.6>,  2.1
> > texture { pigment { color Grey } }
> > }
> >
> > cylinder
> > {
> > <0,-1.3,2.6>,<0,-1,2.6>,  0.77
> > texture { pigment { color Green }
> >          }
> > }
> >
> >
> > #declare FahrzeugKoerper=
> >
> > box{<-0.3, -0.95, 1.0>,<0.2, -0.88, 1.3>        texture { pigment {color rgb<2,
> > 0, 0>}}} ;
> >
> >
> > #declare reifen=
> > union
> >
> > {
> >
> > torus{0.05,0.018
> >           texture{pigment {color rgb<5, 5, 5>}}} // rim - Felge
> >
> > torus{0.06,0.02
> >            texture{pigment {color rgb<0, 0, 0>}}} // tire - Reifen
> > }  ;
> >
> >
> >
> > #declare Fahrzeug=
> >
> > union
> > {
> >
> > object {FahrzeugKoerper}
> >
> >
> > object {reifen translate<0.10, 0.985, 0.925>   rotate<90,0,0>}   //Vorne Rechts
> >
> >
> > object {reifen translate<-0.20, 0.985, 0.925>   rotate<90,0,0>}  //Hinten Rechts
> >
> >
> > object {reifen translate<0.10, 1.315, 0.925>   rotate<90,0,0>}   //Vorne Links
> >
> >
> > object {reifen translate<-0.20, 1.315, 0.925>   rotate<90,0,0>}  //Hinten Rechts
> >
> > }
> >
> > #declare MySpline =
> > spline {
> >
> >     cubic_spline
> >
> >     -1,<0, 0, 0>, // control point
> >      0.00,<0.00,0.00,2.60>
> >      1.00,<0.45,0.00,2.50>
> >      2.00,<0.90,0.00,2.00>
> >      3.00,<1.30,0.00,1.30>
> >      4.00,<0.90,0.00,0.70>
> >      5.00,<0.45,0.00,0.30>
> >      6.00,<0.00,0.00,0.00>
> >      7.00,<-0.45,0.00,-0.30>
> >      8.00,<-0.90,0.00,-0.70>
> >      9.00,<-1.30,0.00,-1.30>
> >      10.00,<-0.90,0.00,-2.00>
> >      11.00,<-0.45,0.00,-2.50>
> >      12.00,<0.00,0.00,-2.60>
> >      13.00,<0.45,0.00,-2.50>
> >      14.00,<0.90,0.00,-2.00>
> >      15.00,<1.30,0.00,-1.30>
> >      16.00,<0.90,0.00,-0.70>
> >      17.00,<0.45,0.00,-0.30>
> >      18.00,<0.00,0.00,0.00>
> >      19.00,<-0.45,0.00,0.30>
> >      20.00,<-0.90,0.00,0.70>
> >      21.00,<-1.30,0.00,1.30>
> >      22.00,<-0.90,0.00,2.00>
> >      23.00,<-0.45,0.00,2.50>
> >      24.00,<0.00,0.00,2.60>
> >      25.00,<0.00,0.00,2.60>
> > }
> >
> > object { Fahrzeug Spline_Trans (MySpline, clock*25,<0,1,0>, 0.1, 0.00001) }
> >
> > -------------------
> > My ini file is;
> >
> > Antialias=On
> > Antialias_Threshold=0.2
> > Antialias_Depth=3
> >
> > Input_File_Name=backup.pov
> >
> > Initial_Frame=1
> > Final_Frame=25
> > Initial_Clock=0
> > Final_Clock=1
> >
> > Pause_when_Done=off
> > Cyclic_Animation=off
> >
> >
> > Thanks a lot in advance
> >
> > regards
> > Yetkin
> >
> > (Sorry for my English)
> >
> >
> I added the following to make your spline visible:
> #declare Spl_Pos = 0;
> union{
>  #while(Spl_Pos <=25)
>   sphere{MySpline(Spl_Pos)-1*y, 0.02}
>   #declare Spl_Pos=Spl_Pos +1/4;
>  #end
>  pigment{rgb<1,1,0>}
>  }
>
> If you do the same thing, you'll clearly see that your spline don't
> follow your track at all. It start and end in the center of the top loop
> and cross in the center of the botom one.
>
> You need to adjust your spline so that it follow the correct path.
> You need to create your "car" at the origin. You can place the center of
> the car or the mid point of it's rear axle at <0,0,0>.
> The bottom of the wheels should be at elevation zero.
> The left side should located at -Right_Side.
> Now, it goes from 1 to 1.3 while it MUST go from -0.15 to 0.15.
> Spline_Trans assume that your object front points toward +z. As your,s
> point toward +x, it looks like it's moving sideway.
> Same size, correct orientation, rear center at x=0, z=0:
> box{<-0.15, -0.95, 0.6>, <0.15, -0.88, 0>
>
> Change the controll point at -1 to <-0.45,0.00,2.50>
> Change the controll point at 25 to <0.45,0.00,2.50>
> This will ensure a smooth junction.
> It's never advisable to have a controll point at the same location as
> the neibouring point.
>
>
>
> Alain


Post a reply to this message

From: Christian Froeschlin
Subject: Re: Animation Error
Date: 28 Aug 2011 15:50:49
Message: <4e5a9c19$1@news.povray.org>
yet### [at] gmailcom wrote:

> (I have tried following defination for spline points
> clock*50, <1.30*cos(2*pi*clock),0,2.60+1.3*sin(2*pi*clock)>
> But it doesn't work, what I expected.

This looks like it should work, but I think you are
confusing the clock value for the current render frame
with the time parameter for defining the entire
spline. You probably want something like

#declare N = 50;
#declare I = 0;
#while (I <= N)
   #local T = I/COUNT;
   T, <1.30*cos(2*pi*T),0,2.60+1.3*sin(2*pi*T)>
   #declare N = N + 1;
#end

(And yes I know #local has no effect here but I still
like to use it to indicate it's local to the block.)


Post a reply to this message

From: Alain
Subject: Re: Animation Error
Date: 28 Aug 2011 17:33:04
Message: <4e5ab410$1@news.povray.org>

> Hello,
>
> many many thanks Clipka&  Alain for your advices
>
> you just made my day :)
>
> It's work now,
>
> but I have some questions,
>
> 1. The control points are for me not clearly,What is the task of control point
> in this macro? Why should I define a control point by [-1] and by [25]even if I
> have frames from 0 to 24 (25 in my case)?

A control point is a point that is NOT realy part of the spline but 
control it's shape at the end points. The point at [-1] control the 
shape at point [0] and the one at [25] control the shape at [24]

>
> 2.Can I define the spline points with a parameter? I mean for expl. if I want to
> declare 50  frames(pictures), it will be take long time to type it for each
> frame the declaration of points?

You don't need to define the spline at every points. For example, with 
your original cubic_spline, if you read points between any 2 points 
you'll get intermediate values. In fact, you could have skipped about 2 
thirds of the points and still have roughly the same path. The values 
between the explicitely defined points are interpolated along a smooth 
curved path.

To see the efective path of your spline, I used a #while loop to place 
small spheres with a step value of 0.25 giving me 3 intermediate points 
for each defined points. I could have used a step value of 0.01 if I 
wanted to and got 99 intermediate locations.

here is the code:
#declare Spl_Pos = 0;
#declare Steps = 1/4;
union{
	#while(Spl_Pos < 25)
		sphere{MySpline(Spl_Pos)-1*y, 0.02}
		#declare Spl_Pos=Spl_Pos + Steps;
	#end
	pigment{rgb<1,1,0>}
	}


>
> In my case, If I want to get the cars in following time in this position
> 1-Clock 0,<1,30,0,2.60] Start
> 2-Clock*1/8<0,0,1.3>
> 3-clock*2/8<-1.3,0,0>
> 4-clock*3/8<0,0,-1.3>
> 5-clock*4/8<1.3,0,0>
> 6-clock*5/8<0,0,1.3>
> 7-clock*6/8<-1.3,0,2.6>
> 8-clock*7/8<0,0,3.9>
> 9-clock*8/8<1.3,0,2.6>  End
>
> But 50 frames from clock 0 to clock 1.
> How should I declare spline point cleverly, that I avoid to type 50 points?

No, your original 24 points are more than suficient to the task. You can 
keep your code exactly the same and just change the final frame from 25 
to 50, or whatever value like 100 or 10000, without any problem.

>
>
> (I have tried following defination for spline points
> clock*50,<1.30*cos(2*pi*clock),0,2.60+1.3*sin(2*pi*clock)>
> But it doesn't work, what I expected.
> )

During a given frame, clock always have a single value. That value will 
change for the next frame and cause the shape to change.

>
> Many Thanks in advance for your advices
> Yetkin
>
>


Post a reply to this message

From: Patrick Elliott
Subject: Re: Animation Error
Date: 28 Aug 2011 18:02:00
Message: <4e5abad8$1@news.povray.org>
On 8/28/2011 2:33 PM, Alain wrote:

>> Hello,
>>
>> many many thanks Clipka& Alain for your advices
>>
>> you just made my day :)
>>
>> It's work now,
>>
>> but I have some questions,
>>
>> 1. The control points are for me not clearly,What is the task of
>> control point
>> in this macro? Why should I define a control point by [-1] and by
>> [25]even if I
>> have frames from 0 to 24 (25 in my case)?
>
> A control point is a point that is NOT realy part of the spline but
> control it's shape at the end points. The point at [-1] control the
> shape at point [0] and the one at [25] control the shape at [24]
>
>>
>> 2.Can I define the spline points with a parameter? I mean for expl. if
>> I want to
>> declare 50 frames(pictures), it will be take long time to type it for
>> each
>> frame the declaration of points?
>
> You don't need to define the spline at every points. For example, with
> your original cubic_spline, if you read points between any 2 points
> you'll get intermediate values. In fact, you could have skipped about 2
> thirds of the points and still have roughly the same path. The values
> between the explicitely defined points are interpolated along a smooth
> curved path.
>
> To see the efective path of your spline, I used a #while loop to place
> small spheres with a step value of 0.25 giving me 3 intermediate points
> for each defined points. I could have used a step value of 0.01 if I
> wanted to and got 99 intermediate locations.
>
> here is the code:
> #declare Spl_Pos = 0;
> #declare Steps = 1/4;
> union{
> #while(Spl_Pos < 25)
> sphere{MySpline(Spl_Pos)-1*y, 0.02}
> #declare Spl_Pos=Spl_Pos + Steps;
> #end
> pigment{rgb<1,1,0>}
> }
>
>
>>
>> In my case, If I want to get the cars in following time in this position
>> 1-Clock 0,<1,30,0,2.60] Start
>> 2-Clock*1/8<0,0,1.3>
>> 3-clock*2/8<-1.3,0,0>
>> 4-clock*3/8<0,0,-1.3>
>> 5-clock*4/8<1.3,0,0>
>> 6-clock*5/8<0,0,1.3>
>> 7-clock*6/8<-1.3,0,2.6>
>> 8-clock*7/8<0,0,3.9>
>> 9-clock*8/8<1.3,0,2.6> End
>>
>> But 50 frames from clock 0 to clock 1.
>> How should I declare spline point cleverly, that I avoid to type 50
>> points?
>
> No, your original 24 points are more than suficient to the task. You can
> keep your code exactly the same and just change the final frame from 25
> to 50, or whatever value like 100 or 10000, without any problem.
>
>>
>>
>> (I have tried following defination for spline points
>> clock*50,<1.30*cos(2*pi*clock),0,2.60+1.3*sin(2*pi*clock)>
>> But it doesn't work, what I expected.
>> )
>
> During a given frame, clock always have a single value. That value will
> change for the next frame and cause the shape to change.
>
>>
>> Many Thanks in advance for your advices
>> Yetkin
>>
>>
>
>
Note, there is some formula, or such, which can be used to "derive" the 
control points, so that you only set the ones you actually intend to 
follow, then generate the start and end points from the data available. 
Whether that work with the spline used here, never mind what the math 
was to do that... I am really not sure. But, it always seriously bugged 
me that you couldn't bloody set the points you need, without having to 
know/guess what the controls where supposed to be. :p


Post a reply to this message

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