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..
> >
> >
> If you only have 10 sets of textures, you can use the
> #switch(frame_number)/#case(Value)/#break structure with 10 entries.
> If you have another situation, it may be beter to use splines for your colours.
> This enable you to use any arbitrary number of textures with any arbitrary
> length animation. Each spline don't have to have the same number of control
> points, only the same starting and ending values. One may be a linear_spline and
> another a natural_spline.
> Once you have all your splines deffined, you travel along them using the clock
> system variable (range from 0 to 1 unless set otherwize)
> By the way, colour vectors values normaly go from 0 (0%) to 1 (100%). The
> colours in your sample will get clipped to that range. For example, rgb<11,2,2>
> will render as rgb<1,1,1>. If your original range is 1 to 255, you need to
> divide your colours by 255 to avoid problems.
>
> --
> Alain
> -------------------------------------------------
> Practical: Deal with shit one day at a time.
Dear Alain,
Thank you very much for your help. I hope spline concept is good for my
purpose. If you have any sample spline animation sample program, can you
please give me?
Thanks a lot.
Rgds,
Renuka.
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