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"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
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