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When writing the .INI file for an animation, and you want to tell Pov to
save each rendered image in the animation as a different file name, the
tutorial in v3.5 is not very clear on how to do this.
Would the line read something like;
Initial_Output_File_Name = "Frame1.pov"
Final_Output_File_Name = "Frame50.pov"
and does this tell pov to save all the files in between in numerical order?
Also is the line for the output path something like this;
Output_File_Path = C:\My Documents\Animations?
Any help is appreciated,
Les
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As far as I know (under 3.1g anyway) all one has to do is specify the
root file name; the frame number is suffixed to this.
Output_File_Name is the option.
--
ICQ: 46085459
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From 5.2.1.2 in the 3.5 docs:
Any Final_Frame setting other than -1 will trigger POV-Ray's internal
animation loop. For example Final_Frame=10 or +KFF10 causes POV-Ray to
render your scene 10 times. If you specified Output_File_Name=file.tga then
each frame would be output as file01.tga, file02.tga, file03.tga etc. The
number of zero-padded digits in the file name depends upon the final frame
number. For example +KFF100 would generate file001.tga through file100.tga.
The frame number may encroach upon the file name. On MS-DOS with an eight
character limit, myscene.pov would render to mysce001.tga through
mysce100.tga.
-tgq
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To John and TinCanMan,
Thanks for the help guys. Now I just have to work out the positions for
the different frames.
Les
Les Patterson wrote:
> When writing the .INI file for an animation, and you want to tell Pov to
> save each rendered image in the animation as a different file name, the
> tutorial in v3.5 is not very clear on how to do this.
>
> Would the line read something like;
>
> Initial_Output_File_Name = "Frame1.pov"
> Final_Output_File_Name = "Frame50.pov"
>
> and does this tell pov to save all the files in between in numerical order?
>
> Also is the line for the output path something like this;
>
> Output_File_Path = C:\My Documents\Animations?
>
> Any help is appreciated,
>
> Les
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"Les Patterson" <les### [at] txcybercom> wrote in message
news:3C5### [at] txcybercom...
> To John and TinCanMan,
> Thanks for the help guys. Now I just have to work out the positions for
> the different frames.
Hopefully you're not making it out to be more difficult than it really is,
or barring that not thinking more can be done from the INI file than can
actually be.
The most basic way of animating in POV-Ray is fairly straightforward once
you have a INI with the keywords for Final_Clock=Number and
Final_Frame=Number (frames are integer) in the file (or +kfNumber and
+kffNumber on command line). And of course a few other options possible
too.
The rest is all about using the 'clock' keyword in your scene file as a
variable which is based on the number of frames (and Intitial_Clock,
Final_Clock values if different from defaults of 0 to 1). That way all you
do is imagine it is a changing number going from start to finish that you
can apply to other things within the scene. You won't get differing prefix
names, only a frame count. The prefix defaults to the scene file being
rendered, if you only specify a path otherwise it will take the filename you
give as Output_File_Name=. Like I am trying to clarify here, you cannot
change that during animation unless you change the INI file prior to each
successive render.
Maybe I'm oversimplifying and going off the track of your question, just
wanted to be sure.
bob h
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Bob,
This is the file I plan to use;
Antialias=Off
Antialias_Threshold=0.1
Antialias_Depth=2
Input_File_Name=Fly.pov
Output_File_Path=C:\My Documents\PovAnimation
Initial_Frame=1
Final_Frame=50
Initial_Clock=0
Final_Clock=1
Cyclic_Animation=on
Pause_when_Done=off
Will this work?
Les
This animation will be an aircraft flying around in the scene, but so
far I haven't been able to get the object rotation values to work right.
bob h wrote:
> "Les Patterson" <les### [at] txcybercom> wrote in message
> news:3C5### [at] txcybercom...
>
>> To John and TinCanMan,
>> Thanks for the help guys. Now I just have to work out the positions for
>> the different frames.
>
>
> Hopefully you're not making it out to be more difficult than it really is,
> or barring that not thinking more can be done from the INI file than can
> actually be.
>
> The most basic way of animating in POV-Ray is fairly straightforward once
> you have a INI with the keywords for Final_Clock=Number and
> Final_Frame=Number (frames are integer) in the file (or +kfNumber and
> +kffNumber on command line). And of course a few other options possible
> too.
> The rest is all about using the 'clock' keyword in your scene file as a
> variable which is based on the number of frames (and Intitial_Clock,
> Final_Clock values if different from defaults of 0 to 1). That way all you
> do is imagine it is a changing number going from start to finish that you
> can apply to other things within the scene. You won't get differing prefix
> names, only a frame count. The prefix defaults to the scene file being
> rendered, if you only specify a path otherwise it will take the filename you
> give as Output_File_Name=. Like I am trying to clarify here, you cannot
> change that during animation unless you change the INI file prior to each
> successive render.
>
> Maybe I'm oversimplifying and going off the track of your question, just
> wanted to be sure.
>
> bob h
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That should work. Sometimes I'll set up the clock
and frames so that it's easier to figure out.
I might do something like this:
Initial_Frame=0
Final_Frame=49
Initial_Clock=0
Final_Clock=0.49
This way there's still 50 frames and the clock is
set equal(well, sort of)to each frame.
Are you using Chris Colefax's "Clock Modifier"? It
really makes animating easier IMHO.
http://www.geocities.com/SiliconValley/Lakes/1434/clockmod.html
--
Phil
Behold, for I am the keeper of the sacred coffee brewing method.
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Phil,
Thanks for the info and the code. I have read a little about Chris
Colefax's "Clock Modifier" a short time ago, but haven't tried it yet. I
will check it out today.
Thanks again,
Les
Phil Clute wrote:
> That should work. Sometimes I'll set up the clock
> and frames so that it's easier to figure out.
>
> I might do something like this:
> Initial_Frame=0
> Final_Frame=49
> Initial_Clock=0
> Final_Clock=0.49
>
> This way there's still 50 frames and the clock is
> set equal(well, sort of)to each frame.
>
> Are you using Chris Colefax's "Clock Modifier"? It
> really makes animating easier IMHO.
>
> http://www.geocities.com/SiliconValley/Lakes/1434/clockmod.html
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"Les Patterson" <les### [at] txcybercom> wrote in message
news:3C5### [at] txcybercom...
>
> Antialias=Off
>
> Antialias_Threshold=0.1
> Antialias_Depth=2
> Input_File_Name=Fly.pov
>
>
> Output_File_Path=C:\My Documents\PovAnimation
>
> Initial_Frame=1
> Final_Frame=50
> Initial_Clock=0
> Final_Clock=1
>
> Cyclic_Animation=on
> Pause_when_Done=off
>
> Will this work?
> Les
>
> This animation will be an aircraft flying around in the scene, but so
> far I haven't been able to get the object rotation values to work right.
A bit delayed response from me but there isn't a Output_File_Path= (unless
someone added it without me realizing it. No, I checked the v3.5 docs, there
isn't). You use Output_File_Name= for the path and leave off the file name
if you just want the scene file name to prefix onto the frame files. Or you
can use the full path plus name different from your scenes name too.
Output_File_Name=C:\My Documents\PovAnimation\
or
Output_File_Name=C:\My Documents\PovAnimation\fly.pov
is what you want to be using.
bob h
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Most important thing to remember is that when the keyword clock is used as a
variable in your scene it is just the number incrementing as set in INI as
Intitial_Clock=0 to Final_Clock=1 (or by default 0 to 1 if not set).
Cyclic_Animation=On will truncate that so the start and end is not repeated
and is only one frame for both.
Your airplane, if going in a circle for example, might be like:
object
{
Airplane
// do any reorienting here first, scales, rotates, translates
// then do the following things
translate 10*x // offset from center
rotate clock*360*y // 360 degrees
}
And of course you need the nose/tail pointing -/+ z to begin with for this
example to work right.
I might as well point out now rather than later that getting all the
orientations done ahead of the final motion is paramount to things going the
way you expect; otherwise, if you try reorienting the wing tilt after the
circle rotation move you'll end up with a airplane going up and/or down
instead of a level orbit with tilting wings.
As Phil suggested that Clock Modifier really helps with non-uniform motion
too, just got to get the animation basics figured right.
bob h
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