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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>
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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?
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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 _____./\/^>_*_<^\/\.______
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"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?
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