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Charles wrote:
>
> Admittedly, it will be cool to see light_sources stay with any
> group/CSG they're put with (would also be semi-cool to be able to
> group cameras... why? consider a robot or spacecraft with cameras
> physically attached to them so you can show scenes from their
> perspective, or a mannekin with a camera in its head --- built
> with IK and transform limits so you can pose it as a character in
> your scene, then switch cameras to "see" things from its
> perspective).
>
> But back to the topic at hand: until that revision, there is
> a workaround if you've got a gotta-do-now type project. Three
> observations:
>
> 1. Light_sources can be declared objects.
> 2. UDO's can point to declared objects.
> 3. UDO references stay put when you group or CSG with them
Yes, it does. Just the solution I came up with after awhile too, and
yes I'll second your positive findings as working! Thank goodness! So
my animation is off and continiug...
>
> Just did a quickie test... seems to work. A simple, basic UDO
> to stand in for a light source is a fairly easily hand-made thing
> and transforming the UDO transforms the light_source appropriately.
> Might work for you in the here and now.
>
> (Sadly, there are limits on what you can do with a #declare'd
> camera, so the same technique doesn't adapt to cameras, but it
> may to work for what you're describing...)
Not that *I* care! :o) the LIGHT problem is as good as solved- this
sort of "workaround" is nothing compared to some of the mangly band-aids
I've slapped together to keep things from falling apart as the "prject"
goes marching on... :o)
Thanks for the input, Charles.
-Peter
--
Stuff for POLYRAY, some raytraced images, and
DTA can be found at:
http://www.europa.ccom/~dearmad
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