POV-Ray : Newsgroups : povray.binaries.animations : newtons balls + q. : Re: newtons balls + q. Server Time
5 Nov 2024 03:19:25 EST (-0500)
  Re: newtons balls + q.  
From: Spock
Date: 3 Jul 2000 11:17:09
Message: <3960ae75@news.povray.org>
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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