POV-Ray : Newsgroups : povray.windows : How do I produce a Circling / Spiralling Camera animation??? Server Time
8 Jul 2024 04:05:04 EDT (-0400)
  How do I produce a Circling / Spiralling Camera animation??? (Message 1 to 7 of 7)  
From: Paul
Subject: How do I produce a Circling / Spiralling Camera animation???
Date: 27 Feb 2000 06:48:33
Message: <38b90f11@news.povray.org>
How do I get the camera to fly 360 degrees around an object in a simple
animation. I've set up a sphere at the origin <0, 0, 0> and i'm pointing my
camera at the origin. Initially I want the camera to fly around in a flat
plane (X and Z) but later on I will probably want it to fly around in an
upward spiral.

I've set up an ini file with Initial_Frame=1, Final_Frame=60,
Initial_Clock=0, Final_Clock=1, but i'm now totally confused.

Please help by e-mailing me some examples or by posting a reply to this
mesaage!!!

Thanks
Paul


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From: Ken
Subject: Re: How do I produce a Circling / Spiralling Camera animation???
Date: 27 Feb 2000 07:10:43
Message: <38B913D5.A4045370@pacbell.net>
Paul wrote:
> 
> How do I get the camera to fly 360 degrees around an object in a simple
> animation. I've set up a sphere at the origin <0, 0, 0> and i'm pointing my
> camera at the origin. Initially I want the camera to fly around in a flat
> plane (X and Z) but later on I will probably want it to fly around in an
> upward spiral.
> 
> I've set up an ini file with Initial_Frame=1, Final_Frame=60,
> Initial_Clock=0, Final_Clock=1, but i'm now totally confused.

This should answer your question -

http://www.students.tut.fi/~warp/povVFAQ/languageVFAQ.html#camerarotation

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Bob Hughes
Subject: Re: How do I produce a Circling / Spiralling Camera animation???
Date: 27 Feb 2000 07:13:04
Message: <38b914d0@news.povray.org>
Easy to do, you only need to tell the camera to rotate 360*clock*y and have the
'look_at' after that.  As in:

 camera {
  location <0,1,-9> // positions away from origin so it will move
  rotate 360*clock*y // will move around on y axis in a circle
  look_at 0  // will train viewpoint on this coordinate
 }

Note that the <0,1,-9> y of one doesn't affect this particular setup but if
rotation in another axis is done it will rotate around the z as well.
Sometimes the best thing to do is use separate rotations and translations if you
want more control.

 camera {
  location 0 // origin, will not move yet if rotated but can turn around
  translate <0,0,-9> // can now be moved also
  rotate 360*clock*y // will move around on y axis in a circle
  translate 1*y  // starts above a y*0 plane for example
  translate <0,8*clock,0> // moves upward over animation duration
  look_at 0  // will train viewpoint on this coordinate
 }

Bob

"Paul" <ran### [at] freenetcouk> wrote in message news:38b90f11@news.povray.org...
| How do I get the camera to fly 360 degrees around an object in a simple
| animation. I've set up a sphere at the origin <0, 0, 0> and i'm pointing my
| camera at the origin. Initially I want the camera to fly around in a flat
| plane (X and Z) but later on I will probably want it to fly around in an
| upward spiral.
|
| I've set up an ini file with Initial_Frame=1, Final_Frame=60,
| Initial_Clock=0, Final_Clock=1, but i'm now totally confused.
|
| Please help by e-mailing me some examples or by posting a reply to this
| mesaage!!!
|
| Thanks
| Paul
|
|


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From: Sander
Subject: Re: How do I produce a Circling / Spiralling Camera animation???
Date: 27 Feb 2000 11:14:07
Message: <38b94d4f@news.povray.org>
Do you by any chance think of anything like my "Descent" animation (see
p.b.a. 1-12-1999)? If so, I could send you the code for the camera
movement...

--
Regards,
Sander


Paul <ran### [at] freenetcouk> schreef in berichtnieuws
38b90f11@news.povray.org...
> How do I get the camera to fly 360 degrees around an object in a simple
> animation. I've set up a sphere at the origin <0, 0, 0> and i'm pointing
my
> camera at the origin. Initially I want the camera to fly around in a flat
> plane (X and Z) but later on I will probably want it to fly around in an
> upward spiral.
>
> I've set up an ini file with Initial_Frame=1, Final_Frame=60,
> Initial_Clock=0, Final_Clock=1, but i'm now totally confused.
>
> Please help by e-mailing me some examples or by posting a reply to this
> mesaage!!!


Post a reply to this message

From: Paul
Subject: Re: How do I produce a Circling / Spiralling Camera animation???
Date: 27 Feb 2000 12:14:06
Message: <38b95b5e@news.povray.org>
Yes, if you could e-mail me the code that would be great.

Thanks
Paul


Sander <san### [at] stolscom> wrote in message news:38b94d4f@news.povray.org...
> Do you by any chance think of anything like my "Descent" animation (see
> p.b.a. 1-12-1999)? If so, I could send you the code for the camera
> movement...
>
> --
> Regards,
> Sander
>
>
> Paul <ran### [at] freenetcouk> schreef in berichtnieuws
> 38b90f11@news.povray.org...
> > How do I get the camera to fly 360 degrees around an object in a simple
> > animation. I've set up a sphere at the origin <0, 0, 0> and i'm pointing
> my
> > camera at the origin. Initially I want the camera to fly around in a
flat
> > plane (X and Z) but later on I will probably want it to fly around in an
> > upward spiral.
> >
> > I've set up an ini file with Initial_Frame=1, Final_Frame=60,
> > Initial_Clock=0, Final_Clock=1, but i'm now totally confused.
> >
> > Please help by e-mailing me some examples or by posting a reply to this
> > mesaage!!!
>
>
>


Post a reply to this message

From: Nieminen Juha
Subject: Re: How do I produce a Circling / Spiralling Camera animation???
Date: 28 Feb 2000 02:56:23
Message: <38ba2a26@news.povray.org>
Paul <ran### [at] freenetcouk> wrote:
: Yes, if you could e-mail me the code that would be great.

  You keep saying this like a parrot.
  I don't want to offend you, but if you ask something in the newsgroups,
it's polite to expect the answer in the newsgroups. This way others can
also learn something from the answer.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Sander
Subject: Re: How do I produce a Circling / Spiralling Camera animation???
Date: 28 Feb 2000 05:10:28
Message: <38ba4994@news.povray.org>
Hello Paul,

below a very simple example of a scene in which the camera rotates 360
degrees (2*pi) in 10 steps.
You can adapt the number of frames in the ini file  -  Final frame.
Only the location x and z values change with a sine and a cosine function,
the y value is constant. You can change all these values as you wish.

As a comment I include a simple ini code too; it produces 11 frames at 80x60
pixels. You can adapt this to your needs.

I hope this helps. Feel free to contact me if you have more to ask: I'll do
my best to answer

Regards,  Sander
////////////////////////////////////////////////////////////////////////////
/////////////////////////////
#include "colors.inc"
camera {
 location <1000*sin(clock*2*pi), 500, 1000*cos(clock*2*pi)>
 look_at  <0, 10, 0>
 angle       60
}

light_source {<-5000, 1500, -10000> color White*1.5 }
light_source {< 5000, 1500, -10000> color White*1.5 }
light_source {< 5000, 1500,  10000> color White*1.5 }
light_source {<-5000, 1500,  10000> color White*1.5 }

box { <-100,-100,-100>,<100,100,100> pigment {color White}}
box { <-33,-33,-33>,<33,33,33> pigment {color Red} translate <200,0,0>}
box{ <-5000,-100,-5000>,<5000,-100,5000> pigment{color <.7,.7,.7>}}


/*    this could be your ini code, making 11 frames.
[80 x 60 11pic A]
Width = 80
Height = 60
Initial_Frame = 0
Final_Frame = 10   <= change this when you want more frames!
Initial_Clock = 0.0
Final_Clock = 1.0
Output_File_Type=t
+A0.3
*/
////////////////////////////////////////////////////////////////////////////
///////////////////////////////
--
Regards,
Sander


Paul <ran### [at] freenetcouk> schreef in berichtnieuws
38b95b5e@news.povray.org...
> Yes, if you could e-mail me the code that would be great.
>
> Thanks
> Paul
>


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