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Can somebody help me to design pov files.
It is about an animation of tracks from track vehicule.
I would like to know how to positioned each element.
And to animat all of them for when vehicule started and
go on a plane road.
It seems hard to me ( i have not found solution since few month . . . ) to
make this.If you want more information on my tracks and the nature of the
vehicule my e-mail is j_b### [at] yahoocom
I am not good in english speaking so excuse me.
Some explications or ideas are wellcome.
BOGUET Jerome
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On Mon, 6 Sep 1999 16:56:56 +0100, "boguet" <j_b### [at] yahoocom> wrote:
>Can somebody help me to design pov files.
>It is about an animation of tracks from track vehicule.
>I would like to know how to positioned each element.
>And to animat all of them for when vehicule started and
>go on a plane road.
>It seems hard to me ( i have not found solution since few month . . . ) to
>make this.If you want more information on my tracks and the nature of the
>vehicule my e-mail is j_b### [at] yahoocom
>I am not good in english speaking so excuse me.
>Some explications or ideas are wellcome.
>
>BOGUET Jerome
>
How about this as a start?
// POV program for animated tracks
// David Wilkinson 8 Sept 1999
#include "colors.inc"
global_settings
{
assumed_gamma 1.0
}
camera
{
location <2, 3, -8.0>
direction 1.5*z
right 4/3*x
look_at <2, 1, 0.0>
}
sky_sphere
{
pigment
{
gradient y
color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }
}
}
light_source
{
<-60, 60, -30>
color rgb 1
}
light_source
{
<60, 60, -30>
color rgb 1
}
#declare Pitch=0.4 // pitch of track treads
#declare R1=20*Pitch/(2*pi); // radius of end wheels
#declare Dist1=4; // distance between end wheels
plane { y, -(R1+Pitch/2) pigment {color rgb <0.7,0.5,0.3>}} // ground plane
union {
// bottom of track
#local Count=0;
#while (Count<10)
box { 0, <Pitch/2,Pitch/2,1> translate <Pitch*(Count-clock),-(R1+Pitch/2),0>}
#local Count=Count+1;
#end
// LH end of track
#local Count=1;
#while (Count<11)
box { 0, <Pitch/2,Pitch/2,1>
translate -(R1+Pitch/2)*y
rotate -z*degrees((Pitch/R1)*(Count+clock))
}
#local Count=Count+1;
#end
// RH end of track
#local Count=0;
#while (Count<11)
box { 0, <Pitch/2,Pitch/2,1>
translate -(R1+Pitch/2)*y
rotate z*degrees((Pitch/R1)*(Count-clock))
translate Dist1*x
}
#local Count=Count+1;
#end
// top of track
#local Count=0;
#while (Count<9)
box { 0, <Pitch/2,Pitch/2,1> translate <Pitch*(0.5+Count+clock),R1,0>}
#local Count=Count+1;
#end
pigment { Red }
}
------------
dav### [at] cwcomnet
http://www.hamiltonite.mcmail.com
------------
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.......Ok.
Tanks for answer.
I will test this and send youeventuals questions.
You have find this solutions in how many time ! ?
I think is very hard to me to find solution but you have
find it in short time !
See you soon ,
Jerome BOGUEt
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Hi ,
It seems to be one solution , the solution for this probleme , the first.
If my tracks is more complexable the actual tracks , can you help me one
more time ?
It is to have , not a plane tracks on the up tracks and with a different
path for end wheels right and left.
Would you like to see the whole tracks' path ?
BOGUET Jerome
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BOGUET wrote:
>
> Hi ,
>
> It seems to be one solution , the solution for this probleme , the first.
> If my tracks is more complexable the actual tracks , can you help me one
> more time ?
> It is to have , not a plane tracks on the up tracks and with a different
> path for end wheels right and left.
> Would you like to see the whole tracks' path ?
>
> BOGUET Jerome
You are searching for a trapezoid shaped track path. Yes/no (?)
_________________
( )
\_______________/
--
Ken Tyler
See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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On Fri, 10 Sep 1999 17:54:20 +0100, "BOGUET" <j_b### [at] yahoocom> wrote:
>It seems to be one solution , the solution for this probleme , the first.
>If my tracks is more complexable the actual tracks , can you help me one
>more time ?
>It is to have , not a plane tracks on the up tracks and with a different
>path for end wheels right and left.
>Would you like to see the whole tracks' path ?
Yes, please let us see all the geometry of the tracks.
David
------------
dav### [at] cwcomnet
http://www.hamiltonite.mcmail.com
------------
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Post a reply to this message
Attachments:
Download 'tracks.jpg' (16 KB)
Preview of image 'tracks.jpg'
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You should have said to see it over at p.b.i., David ; )
What's needed is a spline curve to place the individual tractor treads
on. Colefax's Spline Generator should do well for such a thing. Just
position some key points at the wheels (may need a few points each to
get the proper bend and straightening) and a couple perhaps for the
sag at upper part.
I've always wanted to do one of these myself so maybe I'll give it a
go and if you can't get it right yourself I could post the script
later, but may be a long wait.
Bob
David Wilkinson <dav### [at] cwcomnet> wrote in message
news:zHDZN34UTmxX96Pq6vLYCrFwCaXG@4ax.com...
> Yes, please let us see all the geometry of the tracks.
> David
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Thought I'd try and locate this message post again so I could reply.
I was looking into doing something like this myself long ago and again
because you brought it up here. I figured the Spline Generator from
Chris Colefax would suffice easily enough. Wrong. It fails to
animate a continuous track for some reason unknown to me. It drops a
position (tractor tread) out every frame of the animation. Well maybe
there's still hope in the future, Chris has stated he may have a
Spline Generator for POV-Ray 3.1 someday soon, perhaps the fix will
appear then.
Bob
boguet <j_b### [at] yahoocom> wrote in message
news:37d3d614@news.povray.org...
> Can somebody help me to design pov files.
> It is about an animation of tracks from track vehicule.
> I would like to know how to positioned each element.
> And to animat all of them for when vehicule started and
> go on a plane road.
> It seems hard to me ( i have not found solution since few month . .
. ) to
> make this.If you want more information on my tracks and the nature
of the
> vehicule my e-mail is j_b### [at] yahoocom
> I am not good in english speaking so excuse me.
> Some explications or ideas are wellcome.
>
> BOGUET Jerome
>
>
>
>
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From: Chris Colefax
Subject: Re: animation tracks for armour vehicul
Date: 24 Sep 1999 05:38:32
Message: <37eb4698@news.povray.org>
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Bob Hughes <inv### [at] aolcom> wrote:
> Thought I'd try and locate this message post again so I could reply.
> I was looking into doing something like this myself long ago and again
> because you brought it up here. I figured the Spline Generator from
> Chris Colefax would suffice easily enough. Wrong. It fails to
> animate a continuous track for some reason unknown to me. It drops a
> position (tractor tread) out every frame of the animation. Well maybe
> there's still hope in the future, Chris has stated he may have a
> Spline Generator for POV-Ray 3.1 someday soon, perhaps the fix will
> appear then.
Without seeing your code I couldn't say for sure why the include file might
be missing a tread - are you using a direct spline clock counter (between 0
and 1) to return the tread positions? In this case you might find that
rounding errors are causing the last tread to be skipped. I would usually
recommend using an integer counter, from which you can calculate your spline
clock value, eg:
#declare Steps = 100;
#declare Counter = 0; #while (Counter <= Steps)
#declare spline_clock = Counter/Steps;
.....
#declare Counter = Counter + 1; #end
More importantly, I do indeed have a complete Spline macro system pretty
much waiting to go, but after posting a description on my site I had the
crazy idea of completely rewriting the memory usage to take advantage of an
apparently undocumented feature of POV-Ray arrays. Fortunately all went as
planned, and I even managed to add a couple of extra features (such as
latest message I've posted a track preview animation in
details...
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