|  |  | This is a continuation of the discussion of my intuitive response to the way
the Reorient macros work. (Unfortunately, I was unable to try out JvS's
suggestion due to a likely typo).
Consider two space ships  [  object{shippy}, one moving by first rotating in
the xz plane, then from xz plane to the desired position,  and another which
simply goes by the Reorient position.
I like the right one (Transform_2) a lot better for camera transforms and
flocking particles both.  I'm trying to figure out if it's merely my
misunderstanding of the geometry, or whether there's a tweak I can do
(perhaps it's in the correct version of JvS's p.o.-t.  note).
#declare Transform_1=transform{Reorient_Trans(Axis1, Axis2)}
#declare Transform_2=transform{Reorient_Trans(Axis1,
<Axis2.x,0,Axis2.z>)Reorient_Trans(<Axis2.x,0,Axis2.z>, Axis2)}
object{shippy transform{Transform_1} translate -4*x }
object{shippy transform{Transform_2} translate 4*x }
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