POV-Ray : Newsgroups : povray.binaries.animations : clock camera flyover : Re: clock camera flyover Server Time
1 Jun 2024 13:53:14 EDT (-0400)
  Re: clock camera flyover  
From: maria
Date: 18 May 2009 06:15:01
Message: <web.4a1134e8560ccf853b0f69f50@news.povray.org>
"Charles C" <nomail@nomail> wrote:
> "maria" <mar### [at] gmailcom> wrote:
> > camera {
> >     location <0.005+clock, 0.010, 0.38+clock>
> >     look_at <0.62, 0.001, 0.79>
> >     angle  9
> >  }
> >
>
> > Initial_Clock=0
> > Final_Clock=1
>
> > Cyclic_Animation=on
>
> > camera {
> >     location <0.005*clock, 0.010, 0.38*clock>
> >     look_at <0.62, 0.001, 0.79>
> >     angle  9
> >  }
> >
>
> > The initial frame when I render the different files is not on the same location,
> > it is a little different, and I cannot figure out why this difference.
>
>
>
> You have cyclic animation on, which will shift the clock slightly for each frame
> except for the first one which should still match your Initial_Clock of zero.
> Since you're asking about the first frame being different, I'd say look at your
> expressions.  0.005+0 is 0.005.   0.005*0 is 0.   0.38+0 is 0.38.  0.38*0 is 0.
>
> If you want the second camera to look like the first, you probably will want to
> change your expressions to the form: FloatA + FloatB*clock where FloatA is the
> starting place (e.g. 0.005 for the x value) and FloatB*Final_Clock is how far
> you want it to travel along (e.g.) the x axis.
>
> So in the case of your cameras above, yes, making the second camera behave like
> the first one would indeed make it look rather like the first:  :)
>
> camera {
>     location <0.005+1*clock, 0.010, 0.38+1*clock>
>     look_at <0.62, 0.001, 0.79>
>     angle  9
>  }
>
>
>
> > Does the camera should go towards the look_at location?
>
> The camera should not move towards the look_at point unless that's the direction
> your location statement moves it.
>
> >because It looks like

>
> This is correct.
>
> Charles




Thank you Charles for your explanation. Now I realize of the Clock variable.
I still analizing the relation between the Clock and the Initial_Clock /
Final_Clock

I read that if we do not declare the Clock, the default value is zero.

On the same file I modify the camera:
camera {
    location <0.65, 0.007, clock>
    look_at <0.65, 0.001, 1>
    angle  26
 }

and the .ini file :
Antialias=Off

Antialias_Threshold=0.2
Antialias_Depth=3
Input_File_Name=4dingle.pov

Initial_Frame=1
Final_Frame=10
Initial_Clock=0
Final_Clock=1

Width=1024
Height=768
Pause_when_Done=off

And as per documentation a way to calculate Clock could be:
Initial_Frame/ Final_Frame - > 1/10=0.1
               new clock=last clock + 1/Final_Frame
frame 1)  new clock=      0        + 1 /10 =0.1
                     clock is 0
frame 2)  new clock=      0.1      + 0.1 =0.2
                       clock is 0.1
frame 3)  new clock=      0.2      + 0.1 =0.3
                     clock is 0.2
frame 4)  new clock=     0.3     + 0.1 =0.4
                      clock is 0.3

and so on
until done the 10 frames as per Final_Frame=10
but not find out the exactly explanation of how the Final_Clock works here. It
is part of internal animation.

Then play with the option:

camera {
    location <0.65, 0.007, clock>
    look_at <0.65, 0.001, 1>
    angle  26
 }
and on .ini file make the next modification:
Clock=1
Initial_Frame=1
Final_Frame=48
Initial_Clock=0
Final_Clock=2

And got the same frames as doing similar .ini file changing to  the Clock by
default zero. Maybe because on previous one the Clock=1 is not taken into
account.

Clock=0
Initial_Frame=1
Final_Frame=48
Initial_Clock=0
Final_Clock=2

The time is bigger (Final_Clock=2) then the interval of time is going to be
bigger and it affects to the external Clock. But in most of the notes says to
leave it by default 0.0 to 1.0.
Or the Clock on external animation is the one visible the one we modify, but it
is getting the values of internal animation on Initial_Clock / Final_Clock?.

Thank you, Maria.


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