POV-Ray : Newsgroups : povray.animations : Clockless_Animation : Re: Clockless_Animation Server Time
28 Apr 2024 16:25:23 EDT (-0400)
  Re: Clockless_Animation  
From: Kenneth
Date: 11 Jul 2017 00:55:00
Message: <web.59645922992dfbe2883fb31c0@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
>
> CLOCK (for the camera only) needs to be substituted with a #declared name:
> #declare CLK = 0; // no longer the real clock
>
> #while(CLK < 1.0)
> // new camera statement...
> camera {
>   perspective
>   location  <0, 3 - 1.5*CLK, -5>
>   look_at   <-3*CLK, 2 - 1.2*CLK,  .5*CLK>
>   right     x*image_width/image_height
>   angle 55
> }
> #declare CLK = CLK + .005; // assuming that the original animation ran
> // for 200 frames-- 1.0/.005 = 200
> #end
>
> For doing a typical NORMAL render of the animation, all that's necessary
> is to comment-out the added #while-loop-specific parts (and
> re-#declare CLK = clock).

While doing some more tests of these features, I discovered that I made a small
mistake in that final comment, and in how I set up the #while loop itself-- due
to the nature of how CLOCK normally runs.

On the first frame of a regular animation, CLOCK is equal to 1/200, not 0.0
(assuming that the animation length in either scenario is 200 frames.) To get
consistent animation when switching back and forth between scenarios, the #while
loop should be like this when rendering with  +kla  +rtr  ...

#declare CLK = 1/200; // not zero
#while(CLK <= 1.0) // <= , not <
// new camera statement...
camera {
  perspective
  location  <0, 3 - 1.5*CLK, -5>
  look_at   <-3*CLK, 2 - 1.2*CLK,  .5*CLK>
  right     x*image_width/image_height
  angle 55
 }
#declare CLK = CLK + .005; // assuming that the original animation ran
// for 200 frames-- 1.0/.005 = 200
 #end


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.