POV-Ray : Newsgroups : moray.win : animation plugin Server Time
28 Jul 2024 18:18:37 EDT (-0400)
  animation plugin (Message 3 to 12 of 12)  
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From: April
Subject: Re: animation plugin
Date: 2 Jul 2000 18:14:58
Message: <395fbee2@news.povray.org>
sorry, one more question:  i couldn't get the wireframe render to work.  am
i missing something? it just crashed the program.  thanks...again.
ryan

April <aco### [at] prodigynet> wrote in message
news:395fbc6b@news.povray.org...
>   is there a way to change the type of movement (ie step, linear, cubic)
> between frames (ie step from 0:0 to 0:1, linear from 0:1 to 0:2 etc,)  or
to
> change the type of movement for different objects?
>
>   also, not to pester or anything, but the features mentioned in the docs
> that aren't implemented yet; are they being worked on ? or has the plugin
> been put on the back burner?  also, is there a way to define an animation
> for an object and save just that part?  the idea is this: i have a
> spaceship.  it has landing gear which can be animated.  it has other parts
> that can be animated as well.  i don't need them to animate in every scene
i
> plan on doing.  however, it would be nice to not have to reanimate them
> (along with other things in the scene) just to do another scene.  the
ideal
> thing would be to import just that animation information (or parts of it)
> and merge it with the scene and simply specify the time interval it should
> take place.  also, i noticed that the plugin doesn't make use of the clock
> variable.  actually, moray doesn't really allow the implementation of any
of
> the programming aspects of povray, which is too bad.  it would be nice if
> there were some editor window or something in moray that would let you add
> pov script.  this would be especially valuable for arrays, loops,
functions,
> and for manually adding the 'latest' megapov improvements, without having
to
> support them natively.  moray could simply implement a 'script' member
> variable to the appropriate object or scene class...
>
>


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From: April
Subject: Re: animation plugin
Date: 2 Jul 2000 18:23:33
Message: <395fc0e5@news.povray.org>
yet another question (sorry i didn't think of them all at once):  is there a
way to animate something along a bezier spline as a path where you would
specify the spline, then specify the start and end points that you want your
model to go between?  this would allow an object to travel in a general
direction less robotically.  i'm thinking that the planned features for the
plugin would take care of this problem (being able to manipulate curves on
the timeline).

ryan

April <aco### [at] prodigynet> wrote in message
news:395fbc6b@news.povray.org...
>   is there a way to change the type of movement (ie step, linear, cubic)
> between frames (ie step from 0:0 to 0:1, linear from 0:1 to 0:2 etc,)  or
to
> change the type of movement for different objects?
>
>   also, not to pester or anything, but the features mentioned in the docs
> that aren't implemented yet; are they being worked on ? or has the plugin
> been put on the back burner?  also, is there a way to define an animation
> for an object and save just that part?  the idea is this: i have a
> spaceship.  it has landing gear which can be animated.  it has other parts
> that can be animated as well.  i don't need them to animate in every scene
i
> plan on doing.  however, it would be nice to not have to reanimate them
> (along with other things in the scene) just to do another scene.  the
ideal
> thing would be to import just that animation information (or parts of it)
> and merge it with the scene and simply specify the time interval it should
> take place.  also, i noticed that the plugin doesn't make use of the clock
> variable.  actually, moray doesn't really allow the implementation of any
of
> the programming aspects of povray, which is too bad.  it would be nice if
> there were some editor window or something in moray that would let you add
> pov script.  this would be especially valuable for arrays, loops,
functions,
> and for manually adding the 'latest' megapov improvements, without having
to
> support them natively.  moray could simply implement a 'script' member
> variable to the appropriate object or scene class...
>
>


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From: Alan Kong
Subject: Re: animation plugin
Date: 2 Jul 2000 23:29:03
Message: <pu10ms422aj9ci1tqafeo9535cfj88mbp0@4ax.com>
On Sun, 2 Jul 2000 15:25:22 -0700 "April" <aco### [at] prodigynet>
wrote:

>yet another question (sorry i didn't think of them all at once)
<snip..>

>April <aco### [at] prodigynet> wrote in message
>news:395fbc6b@news.povray.org ...
<snip..>

  Not a problem, Ryan. Also, you needn't quote your original post
*three* times :)

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: Simon de Vet
Subject: Re: animation plugin
Date: 3 Jul 2000 17:02:12
Message: <3960FF8B.E3B691C7@istar.ca>
April wrote:

> by the way, this is ryan constantine over at my mom's for sunday dinner.  so
> if you'd rather email me, the address is rco### [at] yahoocom and not the
> one below (my mom's).  thank you.

Hi Ryan's Mom!

*waves*


Simon


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From: ryan constantine
Subject: Re: animation plugin
Date: 4 Jul 2000 05:08:18
Message: <39619EF8.23CD7417@yahoo.com>
i guess this means nobody has answers for me?

Simon de Vet wrote:
> 
> April wrote:
> 
> > by the way, this is ryan constantine over at my mom's for sunday dinner.  so
> > if you'd rather email me, the address is rco### [at] yahoocom and not the
> > one below (my mom's).  thank you.
> 
> Hi Ryan's Mom!
> 
> *waves*
> 
> Simon


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From: Ken
Subject: Re: animation plugin
Date: 4 Jul 2000 09:32:36
Message: <3961E65F.E0F2807@pacbell.net>
ryan constantine wrote:
> 
> i guess this means nobody has answers for me?

...or it means those people that have the answers have not read
your messages yet.

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Alexander Enzmann
Subject: Re: animation plugin
Date: 5 Jul 2000 09:47:16
Message: <39633E51.729641E2@mitre.org>
Perhaps we are all at the beach (very nice holiday weather in New
England right now).  Saw quite a few whales about 16 miles off Cape Cod
on Monday.

Xander

ryan constantine wrote:
> 
> i guess this means nobody has answers for me?
> 
> Simon de Vet wrote:
> >
> > April wrote:
> >
> > > by the way, this is ryan constantine over at my mom's for sunday dinner.  so
> > > if you'd rather email me, the address is rco### [at] yahoocom and not the
> > > one below (my mom's).  thank you.
> >
> > Hi Ryan's Mom!
> >
> > *waves*
> >
> > Simon


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From: Alexander Enzmann
Subject: Re: animation plugin
Date: 5 Jul 2000 10:48:17
Message: <39634C9E.8A2A6E95@mitre.org>
April wrote:
> 
>   is there a way to change the type of movement (ie step, linear, cubic)
> between frames (ie step from 0:0 to 0:1, linear from 0:1 to 0:2 etc,)  or to
> change the type of movement for different objects?

Currently, the spline type is the same over the entire animation. 
Individual pieces of an object (in group or CSG) can use different types
of splines (step, linear, cubic).  Separate objects can also use
different types of splines.

If you want the type of motion to be different, you can always break up
your animation into separate scenes.  This isn't all that different from
typical production - you rarely have more than a second or two of an
animation in one scene.  Of course, I need to beef up the
cut/paste/merge capabilities to make life easier when you do that.

> 
>   also, not to pester or anything, but the features mentioned in the docs
> that aren't implemented yet; are they being worked on ? or has the plugin
> been put on the back burner?  also, is there a way to define an animation
> for an object and save just that part?  the idea is this: i have a
> spaceship.  it has landing gear which can be animated.  it has other parts
> that can be animated as well.  i don't need them to animate in every scene i
> plan on doing.  however, it would be nice to not have to reanimate them
> (along with other things in the scene) just to do another scene.

There is currently a problem I'm working on with Lutz to address merging
of objects/scenes.  Until that is fixed, you are stuck.  It requires
changes to both Moray and the animation plugin.

The animation plugin gets attention when real life isn't interfering.  I
am continuing development, but at the moment there are a few structural
changes that have to be made.  Beefing up the timeline editor is one of
the highest priorities.

  the ideal
> thing would be to import just that animation information (or parts of it)
> and merge it with the scene and simply specify the time interval it should
> take place.

Half of what you want is there.  You can rescale time for an individual
object.  So if you define the animation sequence over a certain time
period, you can always stretch/shrink it to fit the time period you
really wanted.

> ...  also, i noticed that the plugin doesn't make use of the clock
> variable.

Nope.  I suppose I could set appropriate values at the point in time the
.ini file is built by Moray.  I would continue to render a single frame
at a time though.  I'll add that to the to-do list.

> ...  actually, moray doesn't really allow the implementation of any of
> the programming aspects of povray, which is too bad.  it would be nice if
> there were some editor window or something in moray that would let you add
> pov script.

Do you have some sort of aversion to using the "includes" tab in the
scene settings dialog?  That plus notepad gives you the ability to add
anything you want to a Moray scene.

>   this would be especially valuable for arrays, loops, functions,
> and for manually adding the 'latest' megapov improvements, without having to
> support them natively.  moray could simply implement a 'script' member
> variable to the appropriate object or scene class...


Xander


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From: K  Lasse
Subject: Re: animation plugin
Date: 6 Jul 2000 13:44:56
Message: <3964c598$1@news.povray.org>
Alexander Enzmann <xan### [at] mitreorg> wrote in message
news:39634C9E.8A2A6E95@mitre.org...
>
> Half of what you want is there.  You can rescale time for an individual
> object.  So if you define the animation sequence over a certain time
> period, you can always stretch/shrink it to fit the time period you
> really wanted.

Xander,
    How do you do this time-scaling for individual objects? Is this
currently implemented thru the same "Rendering Options"|"Animation" tab? If
so, does this scaling affect only the currently selected object? How, then,
does one scale all the objects in the scene uniformly without selecting and
rescaling each one, one at a time?

Confused,
-Kelly (kla### [at] usacom)


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From: Alexander Enzmann
Subject: Re: animation plugin
Date: 6 Jul 2000 15:34:08
Message: <3964E119.766CECAD@mitre.org>
Good question.

The way it's supposed to work (not sure how much testing I've given it)
is that the rescaling is based on the selection in animation options for
"key steps" (pulldown in the lower left).  If you have selected
"selected" or "object", then just the current object will have it's keys
rescaled in time.  If you have selected  "scene", then all objects will
have their keys rescaled in time.

Now that I explain it, this is a really bad way to make the choice. 
I'll have to add something to the rescale time dialog itself to make it
clearer.

What would be really nice would be a way to select multiple objects at a
time and then perform operations on them.  Maybe in some future version
that has layers I could do rescaling (or other operations) on all
objects within a layer.

Xander

"K. Lasse" wrote:
> 
> Alexander Enzmann <xan### [at] mitreorg> wrote in message
> news:39634C9E.8A2A6E95@mitre.org...
> >
> > Half of what you want is there.  You can rescale time for an individual
> > object.  So if you define the animation sequence over a certain time
> > period, you can always stretch/shrink it to fit the time period you
> > really wanted.
> 
> Xander,
>     How do you do this time-scaling for individual objects? Is this
> currently implemented thru the same "Rendering Options"|"Animation" tab? If
> so, does this scaling affect only the currently selected object? How, then,
> does one scale all the objects in the scene uniformly without selecting and
> rescaling each one, one at a time?
> 
> Confused,
> -Kelly (kla### [at] usacom)


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