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stu nous apporta ses lumieres en ce 21/01/2006 16:52:
> Alain <ele### [at] netscape net> wrote:
>
>>stu nous apporta ses lumieres en ce 20/01/2006 16:22:
>>
>>
>>Camera, light(s) and objects all use the same coordinates.
>>Translations are deltas between the original location and the desired location.
>>Rotations are around the origin <0,0,0> and expressed in degrees around the 3 axis.
Positive been
>>anti-clockwise when looking toward the positive direction of the corresponding axis
(lefthanded
>>system, just like my maths profs taught me)
>>+X = right
>>+Y = UP
>>+Z = AWAY
>>
>>--
>>Alain
>>-------------------------------------------------
>>Don't take life too seriously, you won't get out alive.
>
>
>
> +++ Another replier agreeing with what I'd like to have, but dont :)
> Yes... x/right y/up z/deep is how I learned it also... going by
> this produces very unpredicatable results with my currently installed
> POV however. Thanks for your reply. I'd say I'll look carefully
> at this, but after a dozen or more scripts, all with this same,
> I'd long accepted it was how the POV worked... maybe I've got a
> rare buggy version ?
>
>
>
Please, post a sample scene showing your problem.
Post in povray.binaries.scene-files
--
Alain
-------------------------------------------------
Calvinism: Shit happens because you don't work.
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