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Okay, thanks!
Using your suggestion it's interesting to see that adding:
Subset_Start_Frame=1
Subset_End_Frame=10
Can prevent the skipped value.
Having thought over this particular example scene file a while now I'm
thinking it shouldn't use Cyclic_Animation=on anyhow. Reason being, if it
should run the clock from 0 to 1 to show the specular change by that same
amount cyclic=on would lose part of it. Only way to be sure such animations
use a full clock value would be by using Cyclic_Animation=off.
As it currently is, the following INI setup allows the expected rendering of
the example scene file:
Initial_Frame=1
Final_Frame=10
Initial_Clock=0
Final_Clock=1
Subset_Start_Frame=1
Subset_End_Frame=10
Cyclic_Animation=on
Problem is, doesn't seem correct to use cycling and still see the whole
clock run from 0 to 1. Should be dropping part off.
I went back to POV 3.5 and it was the same behavior as in 3.6 using the
above setup, they both run the clock from 0 to 0.9; but with cyclic off they
both skip 0.5 (due to the rounding). However, version 3.7 beta 7 runs it
from 0 to 1 (in tenths) okay when cycling, but continues to 1.1 when not
cycling.
I just wanted to reiterate that point because I think such a scene file
shouldn't use cycled animation.
Not only is that different, from the previous versions, I just now noticed
the frame numbers shown in the status are going from 1 through 11 instead of
1 through 10.
Good luck with any fixes you guys can do with the program, sounds like you
already know what the problem is about. All the animation example scenes
will need some checking but maybe that should be held off until the next
beta...? Or does anyone think that this is a necessary thing (making
possible changes to the examples)?
Bob Hughes
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