|  |  | In article <hs7favgrfuhs3hoptc7b678gasv4d7sd36@4ax.com>,
 ABX <abx### [at] abx art  pl> wrote:
> Why you think that? It only requires some function from clock measurement of
> animation to spline t parameter. For example:
> 
> #declare S=spline{ linera_spline 0 <0,0,0> 1 <1,0,0> }
> #declare Position=S(clock);       // linear movement
> #declare Position=S(clock*clock); // acceleration
Or just construct the spline so you accelerate. Assuming P1..P5 are 
approximately equal distances along the path:
0.0, P1,
0.4, P2,
0.7, P3,
0.9, P4,
1.0, P5
It will go from P1 to P2 as the clock goes from 0 to 0.4, from P2 to P3 
in the next 0.3 clock interval, from P3 to P4 in the next 0.2 clock 
interval, and finally from P4 to P5 in the next 0.1 clock interval.
Or if you want, you could use the spline to define physical forces on 
the camera, and then do an iterative simulation to compute the camera 
position. However, you will never be certain where the camera will end 
up, it will take a lot of trial and error, and probably won't look any 
better.
-- 
Christopher James Huff <cja### [at] earthlink  net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag  povray  org
http://tag.povray.org/ Post a reply to this message
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