POV-Ray : Newsgroups : povray.unofficial.patches : blocks in 1.1: unable to affect anything Server Time
16 May 2024 04:50:02 EDT (-0400)
  blocks in 1.1: unable to affect anything (Message 1 to 3 of 3)  
From: Greg M  Johnson
Subject: blocks in 1.1: unable to affect anything
Date: 16 Oct 2004 23:15:36
Message: <4171e3d8@news.povray.org>
There is this code:

#declare Trans3 =
  transform {
    translate -<4*0.55, 0.55, 0>
    translate 2.9*z
  }


changing the second translate to 2000.9*z has no effect on the animation.  I
was trying to see if I could have the crosswise block start up higher, but
couldn't make any effect on the animation.

I'm also guessing that cloth will work with pre-declared objects, but not
the mechsim collissions.  Is this correct?


Post a reply to this message

From: Christoph Hormann
Subject: Re: blocks in 1.1: unable to affect anything
Date: 17 Oct 2004 04:15:02
Message: <ckt9gl$1qo$1@chho.imagico.de>
Greg M. Johnson wrote:
> There is this code:
> 
> #declare Trans3 =
>   transform {
>     translate -<4*0.55, 0.55, 0>
>     translate 2.9*z
>   }
> 
> 
> changing the second translate to 2000.9*z has no effect on the animation.

It has.  You of course need to change it before initializing the 
simulation data (which is done in the first run).

> I'm also guessing that cloth will work with pre-declared objects, but not
> the mechsim collissions.  Is this correct?

I have no idea what you mean.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______


Post a reply to this message

From: Greg M  Johnson
Subject: Re: blocks in 1.1: unable to affect anything
Date: 17 Oct 2004 09:21:05
Message: <417271c1$1@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:ckt9gl$1qo$1@chho.imagico.de...
> Greg M. Johnson wrote:
> > changing the second translate to 2000.9*z has no effect on the
animation.
>
> It has.  You of course need to change it before initializing the
> simulation data (which is done in the first run).
>

Okay I see.   As a Useful Idiot, might I be able to make a  contribution by
submitting idiot-proofed revisions of some of  the example scenes (rather
than just griping about them?).  For example, I'm told to


// First render as still with:
//
// -w320 -h240

but knowing the image size has nothing to do with anything, I actually
ignored all those comments.


> > I'm also guessing that cloth will work with pre-declared objects, but
not
> > the mechsim collissions.  Is this correct?
>
> I have no idea what you mean.


Do the objects that interact in mechsim have to be isos?   I guess not so
for clothsim, but for mechsim, do I have to?  For example, I have a blob
character pre-defined in 3.6 syntax.  May I drop a block of jello on his
head, have him punch a wall of jello, OR would I have to rewrite him as an
iso_csg?


Post a reply to this message

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