POV-Ray : Newsgroups : moray.win : animation plugin : Re: animation plugin Server Time
28 Jul 2024 14:29:44 EDT (-0400)
  Re: animation plugin  
From: April
Date: 2 Jul 2000 18:09:44
Message: <395fbda8@news.povray.org>
by the way, this is ryan constantine over at my mom's for sunday dinner.  so
if you'd rather email me, the address is rco### [at] yahoocom and not the
one below (my mom's).  thank you.

April <aco### [at] prodigynet> wrote in message
news:395fbc6b@news.povray.org...
>   is there a way to change the type of movement (ie step, linear, cubic)
> between frames (ie step from 0:0 to 0:1, linear from 0:1 to 0:2 etc,)  or
to
> change the type of movement for different objects?
>
>   also, not to pester or anything, but the features mentioned in the docs
> that aren't implemented yet; are they being worked on ? or has the plugin
> been put on the back burner?  also, is there a way to define an animation
> for an object and save just that part?  the idea is this: i have a
> spaceship.  it has landing gear which can be animated.  it has other parts
> that can be animated as well.  i don't need them to animate in every scene
i
> plan on doing.  however, it would be nice to not have to reanimate them
> (along with other things in the scene) just to do another scene.  the
ideal
> thing would be to import just that animation information (or parts of it)
> and merge it with the scene and simply specify the time interval it should
> take place.  also, i noticed that the plugin doesn't make use of the clock
> variable.  actually, moray doesn't really allow the implementation of any
of
> the programming aspects of povray, which is too bad.  it would be nice if
> there were some editor window or something in moray that would let you add
> pov script.  this would be especially valuable for arrays, loops,
functions,
> and for manually adding the 'latest' megapov improvements, without having
to
> support them natively.  moray could simply implement a 'script' member
> variable to the appropriate object or scene class...
>
>


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