POV-Ray : Newsgroups : povray.binaries.animations : Alien Invasion - Intro scene [link] : Alien Invasion - Intro scene [link] Server Time
19 Jul 2024 11:34:04 EDT (-0400)
  Alien Invasion - Intro scene [link]  
From: Peter Hertel
Date: 20 Nov 2002 15:30:37
Message: <3ddbf0ed$1@news.povray.org>
My first big animation project.
This is the intro scene, I've planned about 5 other scenes, one which is
partly done..

divx 5.0.2, ~1.35mb, 250x500
http://hertel.no/peter/povray/alien%20invasion%20test19.divx.avi
mpeg, ~2.28mb 250x500
http://hertel.no/peter/povray/alien_invasion_test19.mpg
(The files will move when I get myself to create a little page about the
project.. Won't happen in the near future though..)

About the animation:
The Small Walking Alien (green one), is using my own walk "system" :) Stupid
thing can just walk straight forward in -x direction, but it works like it
should for this animation.
The Hapser (red alien) is a lathe object, with a normal added in an attempt
to make it look more oganic.. how does it work?
The alien that eats the hapser is modelled in Wings3D, you'll get a closer
look of it in the next scene..
Ground is a checkered plane with a checkered normal :)
All the textures are mainly pigment {something} finish {metal}..
Camera movement are done with splines (it's a ultra_wide_angle camera if you
wondered)
Light is a spotlight which follows the Camera

I know about the stupid knee of the green alien, it's not that noticeable in
the animation (I've posted a picture in p.b.i which shows it much better),
but if anyone has a solution that does not increase rendering time I'd love
to hear it. The sphere and cones has the same radius. Blobs might be an
option, but that is only when I've fine tuned the camera movement, so I
don't need to do hundreds of slow test renderings =)

I'd like feedback on:
Camera movement, smoothness, flow etc.
Lighting
Textures, are simple.. should I keep them that way?
Everything really..

Agh.. enough typing..

-Peter
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#local Q=0;#while(Q<999)#debug"Peter :)\n"#local Q=Q+1;#end


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