POV-Ray : Newsgroups : povray.general : PoPOV - second build : Re: PoPOV - second build Server Time
29 Jul 2024 10:27:42 EDT (-0400)
  Re: PoPOV - second build  
From: ABX
Date: 22 Oct 2002 09:29:37
Message: <cnjarucosa06hiegkph9o3nc9a8jtvuiq5@4ax.com>
On Tue, 22 Oct 2002 09:11:13 -0400, "Greg M. Johnson" <gregj:-)565### [at] aolcom>
wrote:
> I don't understand your spline/array fix.

You mean array-like access to splines ?
Have you checked original page (http://abx.art.pl/pov/patches/arspline.php)?
It basically is possibility of _reading_ number of control points and theirs
values. Imagine you have spline already created as
  #declare S=spline{0,x 1,y 2,z};
which means S is linear spline with segments from <1,0,0>to<0,1,0>to<0,0,1>
With my patch you can acces those parameters, so:

#delcare N=dimension_size(S); // returns 3
#declare T1=S[0][0];          // returns 0
#declare V1=S[0][1];          // returns <1,0,0>
#declare T2=S[1][0];          // returns 1
#declare V2=S[1][1];          // returns <0,1,0>
#declare T3=S[2][0];          // returns 2
#declare V3=S[2][1];          // returns <0,0,1>

Advantage of this is that you can now write macros to operate on splines
without storing values in additional arrays.

> My interest is in splines for keyframing the animation variables of a
> blob-based character.
> If you've seen any of the professional packages, there are dozens of
> variables for limb position/rotation, etc., and the transition is done in
> "spline-like" graphs.    Obviously, every limb control variable can be set
> independently, with different ones having different control points at
> different frames.
> Managing all of this with three dozen cubic_splines is doable but somewhat
> of a headache.  Is your patch offering any help here?

Hard to say. I don't know internals of your human animation.

But I understand feature you are looking for. I have in mind some system for
helping in controlling such animations. But it is in my TODO since months and
when will be incorporated.

ABX


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