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.... and I was doing so well.
I got into a groove, and wasn't making ANY mistakes, I banged out a ton of scene
elements THE FIRST TIME, and rapidly converted my ellipse calculations to plot
out camera positions in the scene.
I figured, I'm all set! I just put the camera in the same positions, and Look
at the center. NO PROBLEM. Except the camera isn't looking anywhere at my
green sphere at the center. :(
Help us, precious.
//####################################################################################
// Animated Camera
//####################################################################################
//Define elliptical orbit
#declare XE1 = 15*Feet;
#declare YE1 = 4*Feet;
#declare ZE1 = 15*Feet;
#declare CenterE1 = <XE1, YE1, ZE1>;
#declare XE1scale = 1;
#declare YE1scale = 1;
#declare ZE1scale = 2/15;
#declare RadiusE1 = 15*Feet;
sphere { 0, 2 pigment { color Green} translate CenterE1}
//torus {RadiusE1, 2 scale z*ZE1scale pigment { color Green} rotate -y*45
translate CenterE1 }
#declare A1 = RadiusE1 * XE1scale;
#declare B1 = RadiusE1 * ZE1scale;
#declare C1 = A1 * B1;
#declare C1E1 = XE1-C1;
#declare C1E2 = XE1+C1;
#declare Clock = 90;
#declare Ellipse1X = cos(radians((Clock/72)*360))*RadiusE1;
#declare Ellipse1Z = sin(radians((Clock/72)*360))*RadiusE1*ZE1scale;
//sphere {<Ellipse1X, 0, Ellipse1Z>, 2 rotate -y*45 translate CenterE1 pigment
{ color Red} }
#declare Camera_Loc = <Ellipse1X, 0, Ellipse1Z> ;
camera {right x*image_width/image_height location Camera_Loc rotate -y*45
translate <XE1, 72, ZE1> look_at CenterE1}
//####################################################################################
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