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"Kenneth" <kdw### [at] earthlink net> wrote:
> Funny! An out-of-the-ordinary use of POV-Ray, which is always nice to see. I
> took a look at your other animations; VERY creative. I'm somewhat new to POV
> animation, trying to figure out 'sequencing' of events, etc. You've tackled
> that and mastered it. Bravo!
>
> Ken W.
Thanks for the compliment :) Yeah, you wouldn't normally think of using POV to
make 2-D, traditional 'cel' animations, but it's such a versatile program that
it can do it fairly easily. All I'm doing is creating polygons for each 'cel'
layer, and a #switch( frame_number ) block to assign an appropriate image_map
as a texture for each polygon:
#local aspect_ratio = 4/3; // or 16/9 if shooting for widescreen
// Layer 1
#switch( frame_number )
#case( 1 ) #local f_name = "alien1.png"; #break
#range( 2, 5 ) #local f_name = "alien2.png"; #break // looking at camera
...
#end
polygon {
5,
<1,1,0>,
<-1,1,0>,
<-1,-1,0>,
<1,-1,0>,
<1,1,0>
pigment {
image_map {
png f_name once interpolate 2
}
}
finish {
ambient 1 diffuse 0
}
translate <-.5,-.5,0> // center the image
// you can scale, rotate, or translate the layer as your heart
// sees fit -- for zooming cameras, moving backgrounds, etc.
scale <1 * aspect_ratio, 1, 1>
rotate <...>
translate <...>
}
// Layer 2 code
.....
// Layer 3 code
.....
global_settings {
max_trace_level 20 // the more layers, the higher this number should be...
// for animatics reels, 5 or 8 is fine
assumed_gamma 1.0 // VERY IMPORTANT!!!
}
camera {
orthographic
location <0,0,-10>
up y
right x*aspect_ratio
angle ...
rotate <0,0,0>
look_at 0
}
That's it in a nutshell! Don't forget to translate each layer slightly along
the z axis :)
--
Dan
GoofyGraffix.com
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