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Transformations in Moray always happens in the same order , scale ,
rotate, translate. Is there a way to change this order?
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Roland Vansteenkiste wrote in message <35f221ac.2750852@news.povray.org>...
>Transformations in Moray always happens in the same order , scale ,
>rotate, translate. Is there a way to change this order?
>
No.
And if you think about it, it is the logical way too... :-)
Even the POV-Ray docs say somewhere, that this is the way one should create
his objects.
Johannes.
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On Sun, 6 Sep 1998 11:14:17 +0200, "Johannes Hubert"
<jhu### [at] algonetse> wrote:
>Roland Vansteenkiste wrote in message <35f221ac.2750852@news.povray.org>...
>>Transformations in Moray always happens in the same order , scale ,
>>rotate, translate. Is there a way to change this order?
>
>>
>
>No.
>And if you think about it, it is the logical way too... :-)
>Even the POV-Ray docs say somewhere, that this is the way one should create
>his objects.
In most cases it is . But suppose you want to ceate a simple roof with
tree angles of 60 degrees. The easiest way is to create a box
centered at the world origin rotate is 45 degrees , scale it properly
in the X direction and then translate it to its final location. In
Povray its easy but in Moray it seems impossible. Pitty
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Hi Roland,
here you are! Please, when you send email, make sure the Reply-To
header is setup correctly.
> In most cases it is . But suppose you want to ceate a simple roof with
> tree angles of 60 degrees. The easiest way is to create a box
> centered at the world origin rotate is 45 degrees , scale it properly
> in the X direction and then translate it to its final location. In
> Povray its easy but in Moray it seems impossible. Pitty
You can do this by placing the cube in a CSG, rotating the cube 45
degrees and scaling the CSG.
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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Roland Vansteenkiste wrote:
>
> In most cases it is . But suppose you want to ceate a simple roof with
> tree angles of 60 degrees. The easiest way is to create a box
> centered at the world origin rotate is 45 degrees , scale it properly
> in the X direction and then translate it to its final location. In
> Povray its easy but in Moray it seems impossible. Pitty
Actually, it's not really impossible (but it is more work). What you need
to do is create the box, rotate it 45 degrees, then add it to a CSG union
object. Then scale and translate the union. Granted, POV will complain
and say that you should have more than one object in a union, but this
will work.
-Nathan Kopp
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