POV-Ray : Newsgroups : povray.programming : how to do within an animation? : Re: how to do within an animation? Server Time
28 Jul 2024 10:29:53 EDT (-0400)
  Re: how to do within an animation?  
From: TinCanMan
Date: 26 Apr 2002 14:58:27
Message: <3cc9a353@news.povray.org>
"Herman Serras" <Her### [at] pandorabe> wrote in message
news:3CC99F62.1CCC1EC4@pandora.be...
> Starting with a box I want to take away some parts of it, the one after
> the other (using the difference of the box and the union of the parts,
> at each step one part more). After each step I want to save the
> resulting image. I suppose it can be done using an animation. But how
> can I count the steps in the animation?
> Or: does "clock" get a numerical value if one knows that clock varies
> from 0 to 1 and that the number of images in the animation should be ex.
> 11).

Short:Yes

Not as Short: The clock, by default goes from 0 to 1, interpolated over the
number of frames (i.e. clock value = frame_number*1/#frames) . If you have
cyclic animation turned on you would basically add 1 to the number of frames
(clock =  frame_number*1/(#frames+1)).  You can also override the defaults
for clock but setting Initial_Clock and Final_Clock in the .ini, the clock
variable is then interpolated between these two numbers in the same fasion.
If you use 3.5, there is the "frame_number" variable that will return the
actual frame number in your scene rather than "clock"

Hope that answers your question

-tgq


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