POV-Ray : Newsgroups : povray.binaries.animations : newtons balls + q. : Re: newtons balls + q. Server Time
5 Nov 2024 03:17:07 EST (-0500)
  Re: newtons balls + q.  
From: zwatts
Date: 3 Jul 2000 20:56:09
Message: <3961357E.C38B1C98@softhome.net>
Thanks for the comments, actually after i posted i went and downloaded the
include, i havent had time to play with it yet tho. I had a sin( ) in there
somewhere, tho it didnt seem to do a whole lot, but at 11pm i didnt feel like
doing calculations to see if it was :)

-zac

oh, one more thing, the mpeg seems a little big for less than 4 seconds, am i
doing something wrong with the encoding?

Spock wrote:

> I agree.  Last time I did one of these I used a sine wave
> and also duplicated the last frame at each end of motion.
> It might not have been 100% realistic but the little pause
> looked good (or perhaps I watch too many cartoons :-)
>
> As for the original question I recommend you download
> the clockmod include file from Chris Colefax.  It allows
> you to overlay functions on the clock to produce several
> new "clocks".  You can use these extra clocks to control
> the motion of the balls, camera, etc.
>
> For example you should be able to create a clock that is
> stopped for most of the movie and then executes a single
> sine wave before stopping again.  Sounds handy doesn't
> it?
>
> "Ian Witham" <ian### [at] hotmailcom> wrote in message
> news:3960aa10@news.povray.org...
> > It looks to me like you need to implement a sine wave to the motion of the
> > balls... so that they start of moving fast with the initial impact, and
> then
> > slow down to a stop before gravity accelerates them back towards the other
> > balls.  At the moment they seem to be travelling at a constant speed which
> > looks unrealistic.
> >
> > --
> >
> > Ian
> >
> > Inkwell: Ians Homepage
> > http://www.topcities.com/cartoon/inkwell/index.htm
> > zwatts <zwa### [at] softhomenet> wrote in message
> > news:39609726.6F0C85FF@softhome.net...
> > > will i have to do lots of " if(x<clock<y) " to do their motion between
> > > clock = x and y?, or is there another way? i plan on having the camera
> > > move, so i cant loop the frames like ive done here.
> > >
> > > (i know the balls are floating :)
> > >
> > > -zac
> > >
> >
> >


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