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"melo" <mel### [at] coxnet> wrote:
>
> I felt brave enough to switch to moving joint rotation specifications per pose
> (i.e Key_Frame) into separate files I can read during animation.
>
> I have not managed to get too far. I have kept my staged animation logic, let
> me include 1st two stages for discussions sake, and describe the error I am
> getting from POV-RAY, I have search the Wiki and Support to see if there is a
> documented problem, I have not seen any.
Here's how I do it.
1) I have one #included file with all the junk I don't want to look at all the
time: macro definitions, etc. It also has the definitions of the skeletal
points for the character
2) I have another #included file which is a long series of linear_spline and
cubic_spline definitions. Thus the right wrist position might be defined as:
#declare rwristspl= //right wristpt
spline {
linear_spline
//cubic_spline
0.00, <20,45,0>,
0.50, <20,70,0>,
1.00, <20,45,0>
}
#declare rtempwristpt=<0,0,0>+rwristspl(clock);
Some of my other variables are rotations, like for the head.
3) Then I have an #included file which has all the difficult math of turning my
list of rotations and wrist translations into a long list of transforms. One
transform for every segment of the body, including all the fingers. It is based
on the angles and skeletal points defined previously:
#declare necktrans=transform{rotate neckang translate neckendpt-ribpvt
transform{ribtrans}}
Once you go through this painful exercise, you will hopefully never have to
touch it again.
4) Then I have an #included file which has a list of textures, as needed for the
foot texture and eye texture, etc.
5) Then I have an #included file which defines the body. Each segment of the
body (either a unique povray object or merely a blob component) is transformed
and textured as above. The body is finally defined as an object called "body".
cylinder{headpvt-neckendpt,0,3.4,5 texture{necktext}transform{necktrans} }
6) Now my main povray file may use the object{body} as it wishes.
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