POV-Ray : Newsgroups : povray.animations : Animation at all.. Server Time
19 Oct 2026 11:37:18 EDT (-0400)
  Animation at all.. (Message 1 to 25 of 25)  
From: Martin T  Thoma
Subject: Animation at all..
Date: 21 Nov 1999 11:42:10
Message: <383820AD.2F8A@radiok2r.de>
Hi !

I'm a totally newbee in PovRay. I managed to write some easy scenens so
far. But how is animation done ? A small hint or an example would be
very helpfull..

Reagrds

Martin


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From: Ken
Subject: Re: Animation at all..
Date: 21 Nov 1999 12:31:22
Message: <38382C15.529E0DA7@pacbell.net>
"Martin T. Thoma" wrote:
> 
> Hi !
> 
> I'm a totally newbee in PovRay. I managed to write some easy scenens so
> far. But how is animation done ? A small hint or an example would be
> very helpfull..
> 
> Reagrds
> 
> Martin

In the directory that you installed POV-Ray into you will find a subdirectory
called scenes and another inside that called animate. You will find several
example files showing you how to write your scene to use the clock variable.
You will still need to activate POV-Ray's animation feature by using an
.ini file with the correct info or with command line switches. I personaly
like to use the ini file method. If you try this open the master povray.ini
file from the tools menu and add the following lines:

;clock=1
;Initial_Frame=1
;Final_Frame=20
;Cyclic_Animation = on
;Subset_Start_Frame=6
;Subset_End_Frame=9

Save the file and close it. When you need to use the animation feature
simply go in and edit the povray.ini file and uncomment out the functions
you want to use. At a minimum you will need to use the initial_frame and
final_frame option to make it work. Once you have stopped rendering your
series of frames be sure to comment out the clock variables in the ini
file. After you have rendered a series of individual frames you will
still need to compile them into the animation format that you wish to
use such as AVI or MPEG. See my links pages for programs that can help
you do this. POV-Ray has no internal ability to do this for you except
on the Macintosh platform of the program.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Nieminen Juha
Subject: Re: Animation at all..
Date: 21 Nov 1999 14:20:04
Message: <383845e4@news.povray.org>
This definitely is a VFAQ.
  I wonder why is it so hard for newbies to discover how to turn on animation?

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: Animation at all..
Date: 21 Nov 1999 14:27:48
Message: <38384738.A1442E02@pacbell.net>
Nieminen Juha wrote:
> 
>   This definitely is a VFAQ.

You are right and I am getting real tired of typing in the same reply
each time. I almost have it memorized..

>   I wonder why is it so hard for newbies to discover how to turn on animation?

I am not sure but I remember that it took me a couple of hours on my
own time before I was somewhat comfortable about setting up the right
switches and how to make an object move with script in an animation
scene file. The docs have a lot of references to the clock function
but it seldom mentions in the same place what you need to do to activate
it. I think that is where most of the confusion comes from.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Nieminen Juha
Subject: Re: Animation at all..
Date: 21 Nov 1999 14:33:20
Message: <38384900@news.povray.org>
I added your answer to the VFAQ.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Peter Popov
Subject: Re: Animation at all..
Date: 21 Nov 1999 15:51:40
Message: <hVg4OPc+lDb1uQvL3kXdLG4=9KKp@4ax.com>
On 21 Nov 1999 14:33:20 -0500, Nieminen Juha
<war### [at] punarastascstutfi> wrote:

>  I added your answer to the VFAQ.

His answer is Windows-specific in that he mentions the "Tools" menu.
The command-line switches +kfi and +kff should also be mentioned as an
alternative for all those usinf DOS, Unix or even Windows. Personally,
I find it faster, but for newbees Start_Frame is probably more obvious
that +kfi (key_frame_initial :) ). Anyway, drop a line about command
line params there, will you?


Peter Popov
ICQ: 15002700


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From: Martin T  Thoma
Subject: Re: Animation at all..
Date: 21 Nov 1999 16:02:07
Message: <38385D9A.222D@radiok2r.de>
... as I newbee, I could tell, why I didn't get it. Of course, I tried
the \animate\-examples, but there is NO hint, that you have to do
something in an .ini-file or with command-switches, so what you get is a
single picture. A small text in the examples, which tells the user to do
so, would be very helpfull.

But I want to thank you for the fast and good answers !

Regards

Martin


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From: David Parrott
Subject: Re: Animation at all..
Date: 21 Nov 1999 17:28:39
Message: <RjujZEA10GO4IwRE@quayles1.demon.co.uk>
In article <38382C15.529E0DA7@pacbell.net>, Ken <tyl### [at] pacbellnet>
writes
>I personaly
>like to use the ini file method. If you try this open the master povray.ini
>file from the tools menu and add the following lines:
>
>;clock=1
>;Initial_Frame=1
>;Final_Frame=20
>;Cyclic_Animation = on
>;Subset_Start_Frame=6
>;Subset_End_Frame=9
>
>Save the file and close it. When you need to use the animation feature
>simply go in and edit the povray.ini file and uncomment out the functions
>you want to use. At a minimum you will need to use the initial_frame and
>final_frame option to make it work. Once you have stopped rendering your
>series of frames be sure to comment out the clock variables in the ini
>file. 

I personally do not like to use the master POV .ini file.  I create an
.ini file for each animation that I create and have things in it like
The input and output file names, the first and last frame, first and
last clock value, and the height and width of the image.  However I was
set on finding out how to do animations so I used the docs (well it
shows some of us newbies read them!) the look up the settings.

However that is about as far as my animations go, I have no idea how
people do the complex animations, the complexity of mine stand at a
spinning cube.  If you have any for using straight POV (i.e. not
ClockMod) for complex animations I would be very grateful.
--__    __                                                           
 |  |  |  | ___  _    _  ___     
  \  \/  / |__ \| \/\/ ||__ \    Email: xam### [at] quayles1demoncouk  
   >    <  / _  |      |/ _  |     ICQ: 13313977
  /  /\  \| |_| | |\/| | |_| | Website: <Temporarily Removed>  
 |__|  |__|\__,_|_|  |_|\__,_|
           Hobbies: C programming, Raytracing, MUDding


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From: Ken
Subject: Re: Animation at all..
Date: 21 Nov 1999 18:00:20
Message: <38387930.86027E2A@pacbell.net>
David Parrott wrote:

> However that is about as far as my animations go, I have no idea how
> people do the complex animations, the complexity of mine stand at a
> spinning cube.  If you have any for using straight POV (i.e. not
> ClockMod) for complex animations I would be very grateful.

 Complex animations only differ from simple animations in the way that
you divide up the clock value. To have different operations occurring
at different times within the clock period you need a way to divide
that time period.

 For example if you have the clock set to run from 0 - 1 you can specify
that a ball rolls across the floor from clock 0 - 0.2. It will then stop
and something else will happen from clock 0.2 - 0.5 and so on. By dividing
up the clock this way over a large number of frames, and with many different
object affected by these timing variations, very complex animations can be
made.

  So your challenge comes not so much in controlling a single object rather
you need to learn how to control your object based on the clocks period.
To get a basic feel for this, one portion of the animation tutorial in the
POV-Ray docs describes how to roll a ball across the floor, stop and change
directions, then come back across the floor again. This little bit of the
tutorial shows you some of the ways that you can effectively divide the
clock period into separate actions.

 Once you have learned how to control the clock then it is time to learn
the intricacies of learning how to use that control with object movement.
This is where you can make good use of rotations, translations, while loops,
and many of the specialized math functions available in the program to
give your objects  or camera complex movement patterns.

  Going beyond this I advise you to look at the tutorials section of the
links in my sig for online animation tutorials that go into this subject
in greater detail. On that is particularly good is the one by Steve Strickland
that is based on Chris Colefax's clockmod include file. Steve put a lot of
effort into that tutorial and it introduces you to some of the more advanced
techniques that you will need to use to make impressive animations with.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Phil Clute
Subject: Re: Animation at all..
Date: 22 Nov 1999 00:46:25
Message: <3838D87F.2849F6E5@tiac.net>
> I am not sure but I remember that it took me a couple of hours on my
> own time before I was somewhat comfortable about setting up the right
> switches and how to make an object move with script in an animation
> scene file. The docs have a lot of references to the clock function
> but it seldom mentions in the same place what you need to do to activate
> it. I think that is where most of the confusion comes from.

...Also, when I started using pov I was also a newbie to computers in
general.
It was through my quest to animate with pov that I learned what an .ini
file is even for. 
I did just look over the animation help stuff and some of the included
animation files briefly. Some of the included povfiles have command line
settings commented out inteded to be used to create the animation. But
it's
not presented in a way that says "copy & paste me to the command line".
I
know what to do with it now but when I started it just looked like
jibberish
as did most pov scenelanguage. It would be helpful to have it mentioned
in
those scenefiles that there is an ini file of the same name.and that it
is
needed to render multiple frames(or something similar about command line
switches).

It wasn't until I decided to rendered one of the ini files that I
figured it out.
I thought it was just going to produce an error, but of course I got
frames beautiful
frames...

-- 
Phil
...coffee?...yes please! extra sugar,extra cream...Thank you.


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From: Mikael Carneholm
Subject: Re: Animation at all..
Date: 22 Nov 1999 03:08:41
Message: <3838FA06.7D7B1299@ida.utb.hb.se>
Nieminen Juha wrote:

>   This definitely is a VFAQ.
>   I wonder why is it so hard for newbies to discover how to turn on animation?
>

Maybe this means that the (Win) interface isn't as intuitive as it could be. A
possible solution could be an "animate" button in the toolbar that brings up a
dialog with up/down buttons that control Initial_frame, Final_frame, Initial_clock
and so on...

(Oops! Guess this should have been posted to povray.windows instead :) )

----------------------------------------------------
Mikael Carneholm
Dep. of Computer Science and Business Administration
UCB (University College of Borås) Sweden

Personal homepage:
http://www.studenter.hb.se/~arch
E-mail:
sa9### [at] idautbhbse


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From: Ken
Subject: Re: Animation at all..
Date: 22 Nov 1999 04:30:49
Message: <38390CF6.B8E9B315@pacbell.net>
Mikael Carneholm wrote:
> 
> Nieminen Juha wrote:
> 
> >   This definitely is a VFAQ.
> >   I wonder why is it so hard for newbies to discover how to turn on animation?
> >
> 
> Maybe this means that the (Win) interface isn't as intuitive as it could be. A
> possible solution could be an "animate" button in the toolbar that brings up a
> dialog with up/down buttons that control Initial_frame, Final_frame, Initial_clock
> and so on...
> 
> (Oops! Guess this should have been posted to povray.windows instead :) )

That would be a great feature not only for animations but with radiosity
and a couple of the other unique features that require special handling.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Remco de Korte
Subject: Re: Animation at all..
Date: 22 Nov 1999 05:12:50
Message: <3839170D.605D99D8@xs4all.nl>
Mikael Carneholm wrote:
> 
> Nieminen Juha wrote:
> 
> >   This definitely is a VFAQ.
> >   I wonder why is it so hard for newbies to discover how to turn on
> animation?
> >
> 
> Maybe this means that the (Win) interface isn't as intuitive as it
> could be. A
> possible solution could be an "animate" button in the toolbar that
> brings up a
> dialog with up/down buttons that control Initial_frame, Final_frame,
> Initial_clock
> and so on...
> 
> (Oops! Guess this should have been posted to povray.windows instead :)
> )
> 
> ----------------------------------------------------
> Mikael Carneholm

This is a great idea!

Remco


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From: Chris Huff
Subject: Re: Animation at all..
Date: 22 Nov 1999 07:01:21
Message: <221119990704278999%chrishuff_99@yahoo.com>
In article <3838FA06.7D7B1299@ida.utb.hb.se>, Mikael Carneholm
<sa9### [at] idautbhbse> wrote:

> Maybe this means that the (Win) interface isn't as intuitive as it could be. A
> possible solution could be an "animate" button in the toolbar that brings up a
> dialog with up/down buttons that control Initial_frame, Final_frame,
> Initial_clock
> and so on...

You mean something like the Mac version does? It has a preferences
dialog for each file with settings for nearly all of the .ini options.


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From: Mikael Carneholm
Subject: Re: Animation at all..
Date: 22 Nov 1999 07:06:44
Message: <383931CB.B04DF28B@ida.utb.hb.se>
Ken wrote:

> That would be a great feature not only for animations but with radiosity
> and a couple of the other unique features that require special handling.

Actually, I got so inspired by this that I took the liberty of putting together an
animation dialog draft. Check out the screendumps in binaries.programming.

----------------------------------------------------
Mikael Carneholm
Dep. of Computer Science and Business Administration
UCB (University College of Borås) Sweden

Personal homepage:
http://www.studenter.hb.se/~arch
E-mail:
sa9### [at] idautbhbse


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From: Ken
Subject: Re: Animation at all..
Date: 22 Nov 1999 08:35:06
Message: <38394639.98A18374@pacbell.net>
Mikael Carneholm wrote:
> 
> Ken wrote:
> 
> > That would be a great feature not only for animations but with radiosity
> > and a couple of the other unique features that require special handling.
> 
> Actually, I got so inspired by this that I took the liberty of putting together an
> animation dialog draft. Check out the screendumps in binaries.programming.

I just saw that. Excellent. I will bring this to the POV-Team's attention.
I think they will like it.

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Nieminen Juha
Subject: Re: Animation at all..
Date: 23 Nov 1999 09:27:18
Message: <383aa446@news.povray.org>
Peter Popov <pet### [at] usanet> wrote:
: Anyway, drop a line about command
: line params there, will you?

  I think that they are explained well enough in the povray documentation.
  The VFAQ is not supposed to be a complete tutorial on how to use povray :)

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Philippe Debar
Subject: Re: Animation at all..
Date: 23 Nov 1999 10:50:33
Message: <383ab7c9@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote in message
news:38394639.98A18374@pacbell.net...
> Mikael Carneholm wrote:
> > Actually, I got so inspired by this that I took the liberty of putting
together an
> > animation dialog draft. Check out the screendumps in
binaries.programming.
>
> I just saw that. Excellent. I will bring this to the POV-Team's attention.
> I think they will like it.


I think I'll get bashed with "don't you think they have enough work as it
is?" (and rightly so), but wouldn't this better be part of a general command
line/ini file editing interface

... that seems to be already planned (the button in the render settings
window/dialog box).


Philippe.


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From: Peter Popov
Subject: Re: Animation at all..
Date: 23 Nov 1999 16:29:45
Message: <=QU7OEiDqF8NhHet3FrXOfiPmEO4@4ax.com>
On Tue, 23 Nov 1999 16:38:53 +0100, "Philippe Debar"
<phi### [at] hotmailcom> wrote:

>I think I'll get bashed with "don't you think they have enough work as it
>is?" (and rightly so), but wouldn't this better be part of a general command
>line/ini file editing interface

Don't worry, I don;t think you'll get bashed. Not by the Team, at
least. And yes, this would certainly make a better interface, at least
for new users and more GUI-oriented users. Personally I find the
command-line approach faster and easier, but then again, who says I'm
sane? :)

>... that seems to be already planned (the button in the render settings
>window/dialog box).

Indeed it has, but it seems that more time is devoted to the core of
the program than to platform-specific frontends.

>Philippe.

This is my personal opinion, in no way connected nor supported nor
rejected by the POV-Team.


Peter Popov
ICQ: 15002700


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From: Peter Popov
Subject: Re: Animation at all..
Date: 23 Nov 1999 16:31:04
Message: <Uwc7OGDKNNfmHIZjDJkGiR81BWKI@4ax.com>
On 23 Nov 1999 09:27:18 -0500, Nieminen Juha
<war### [at] punarastascstutfi> wrote:

>Peter Popov <pet### [at] usanet> wrote:
>: Anyway, drop a line about command
>: line params there, will you?
>
>  I think that they are explained well enough in the povray documentation.
>  The VFAQ is not supposed to be a complete tutorial on how to use povray :)

You have a point. Let'em Read The Fine Manual. After all, it's what it
has been put there for, right? :)


Peter Popov
ICQ: 15002700


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From: Chris Colefax
Subject: Re: Animation at all..
Date: 23 Nov 1999 19:50:02
Message: <383b363a@news.povray.org>
David Parrott <Xam### [at] quayles1demoncouk> wrote:
> I personally do not like to use the master POV .ini file.  I create an
> .ini file for each animation that I create and have things in it like
> The input and output file names, the first and last frame, first and
> last clock value, and the height and width of the image.  However I
was
> set on finding out how to do animations so I used the docs (well it
> shows some of us newbies read them!) the look up the settings.
>
> However that is about as far as my animations go, I have no idea how
> people do the complex animations, the complexity of mine stand at a
> spinning cube.  If you have any for using straight POV (i.e. not
> ClockMod) for complex animations I would be very grateful.

Something of a loaded question, I'd say!  Given the handful of INI file
animation options, and the two animation variables (clock and
clock_delta) you could be forgiven for thinking that POV-Ray isn't
really suitable for animations.  A quick wander around this news server,
however, should give you some idea of what's possible, and I've actually
been fortunate enough to recently receive a 4:15 minute video clip
(around 8000 frames) rendered entirely in POV-Ray by a certain Tobias
'Swift' Wiersch which shows just how powerful POV-Ray can be.

You mention the Clock Modifier, and I actually created the original
include file in response to people asking how to use the POV clock for
more than basic, linear actions.  The include file works just like slope
maps do on pigments/normals, allowing different 'shapes' than straight
line interpolations.  But it, and the Automatic Clock Modifier macros,
are only tools to help you to make use of the POV clock.

Putting them aside, then, I think POV-Ray animation can be broken down
into three types:

1) Timeline animation, where every action is defined as a direct
function of the clock;
2) Keyframe animation, where actions are defined as interpolations
between clock values;
3) Rules animations, where certain parameters and behaviours are
programmed and then the animation is run frame by frame, each frame
building on the previous one.

Of course, these three types can be combined and used together in
different ways.  For the first, I find it helps to visualise how certain
mathematical functions affect the clock (in two dimensions), before
using them to change aspects of the three-dimensional scene.  For
example, using multiplication to 'scale' the clock, addition/subtraction
to translate it, raising by powers to create accelerated/decelerated
motions, sine/cosines to create smooth oscillations and waves, modulo's
to clip and repeat functions, etc.  Combining these with conditionals
allows you to reshape the clock to perform just about any action you
like - but long, nested functions can get pretty unwieldy!

This is where keyframing helps, because you can break the clock down
into separate little actions much more easily, and modifying the order,
lengths, etc. of each interpolated segment becomes much simpler.  Apart
from the Automatic Clock Modifier, I believe there is a program
available that will keyframe Moray scenes, and no doubt there is other
software you can use as well.

The final type of animation is quite feasible thanks to POV-Ray's file
I/O features, and can be a lot of fun because once you've programmed,
parameterised, and randomised the actions you can sit back and enjoy
different results whenever you want!

Of course, the best way to learn is by doing, and that requires having
something to animate... throwing an whole other discussion open!  Camera
flythroughs are a start, as are object studies (like a spinning cube).
More complicated are mechanical animations (robots, engines, etc.) and
most complicated of all are animations that aim to mimic nature: people,
plants, thunderstorms, water, the birth of the solar-system....


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From: Philippe Debar
Subject: Re: Animation at all..
Date: 25 Nov 1999 03:08:13
Message: <383cee6d@news.povray.org>
> Don't worry, I don;t think you'll get bashed. Not by the Team, at
> least.
*phew*

> And yes, this would certainly make a better interface, at least
> for new users and more GUI-oriented users. Personally I find the
> command-line approach faster and easier, but then again, who says I'm
> sane? :)

Yes, once you get the hang of it, the command line is faster. I even suggest
the command-line box could be moved on the toolbar, beside the QuickIni
droplist... and letter(s) switches for all rendering options (I believe I
remenber there are some that can only be set by words in a .ini file -
although I am not sure, I haven't run into one for quite some time now.)


> >... that seems to be already planned (the button in the render settings
> >window/dialog box).
>
> Indeed it has, but it seems that more time is devoted to the core of
> the program than to platform-specific frontends.


And I prefre it that way too. Pov itstelf is more important.


> This is my personal opinion, in no way connected nor supported nor
> rejected by the POV-Team.


Nor mine... not that I think anybody could do the mistake :-)


Povingly


Philippe


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From: Mikael Carneholm
Subject: Re: Animation at all..
Date: 25 Nov 1999 10:21:52
Message: <383D540D.B412F265@ida.utb.hb.se>
Nieminen Juha wrote:

>   I think that they are explained well enough in the povray documentation.
>   The VFAQ is not supposed to be a complete tutorial on how to use povray :)
>

If the (windows) interface was intuitive enough there would be no need for the
VFAQ!
=)

----------------------------------------------------
Mikael Carneholm
Dep. of Computer Science and Business Administration
UCB (University College of Borås) Sweden

Personal homepage:
http://www.studenter.hb.se/~arch
E-mail:
sa9### [at] idautbhbse


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From: Ken
Subject: Re: Animation at all..
Date: 25 Nov 1999 11:50:43
Message: <383D688C.B8416D8F@pacbell.net>
Mikael Carneholm wrote:
> 
> Nieminen Juha wrote:
> 
> >   I think that they are explained well enough in the povray documentation.
> >   The VFAQ is not supposed to be a complete tutorial on how to use povray :)
> >
> 
> If the (windows) interface was intuitive enough there would be no need for the
> VFAQ!
> =)

Would it be pointless to mention that not everthing in the VFAQ specificaly
addresses the proceedural aspect of POV-Ray such as Moray specific questions,
why can't I use POV-Ray files in other 3D apps, and questions of this sort ?
I mean like there is a limit as what one should expect documetation to try
to do or it would become so bloated as to be worthless when trying to find
other information.

You know what I mean Verne ?

-- 
Ken Tyler -  1200+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: H E  Day
Subject: Re: Animation at all..
Date: 26 Nov 1999 22:18:39
Message: <383F4CE0.AB264CA1@teleport.com>
Chris, keyframing can also be done though the use of splines. For an example
I'll use the Superpatch version (less complicated than yours).

#declare Movement =
spline {
cubic_spline
0,.5
.125,.75
.25,.25
.35,.666
.5,.333
.625,0
.75,.25
.8,1
}

sphere {<0,0,0+Movement(clock)>,1  translate y pigment {rgb x*2}}

camera {location <10,10,10> look_at 0}
light_source {<-20,10,20> rgb 1}


This is meant to be run on a 0-1 clock at about 40 frames. It produces
extremely smooth movements and it's uses in animation are endless. Movement,
rotation, and color are only the beginning.  I've even used this in a
animation to fake radiosity, with stunning results (its memory and render
time friendly!). Anyway, just want to point out a pov-native alternative.

H.E. Day

Chris Colefax wrote:

> David Parrott <Xam### [at] quayles1demoncouk> wrote:
> > I personally do not like to use the master POV .ini file.  I create an
> > .ini file for each animation that I create and have things in it like
> > The input and output file names, the first and last frame, first and
> > last clock value, and the height and width of the image.  However I
> was
> > set on finding out how to do animations so I used the docs (well it
> > shows some of us newbies read them!) the look up the settings.
> >
> > However that is about as far as my animations go, I have no idea how
> > people do the complex animations, the complexity of mine stand at a
> > spinning cube.  If you have any for using straight POV (i.e. not
> > ClockMod) for complex animations I would be very grateful.
>
> Something of a loaded question, I'd say!  Given the handful of INI file
> animation options, and the two animation variables (clock and
> clock_delta) you could be forgiven for thinking that POV-Ray isn't
> really suitable for animations.  A quick wander around this news server,
> however, should give you some idea of what's possible, and I've actually
> been fortunate enough to recently receive a 4:15 minute video clip
> (around 8000 frames) rendered entirely in POV-Ray by a certain Tobias
> 'Swift' Wiersch which shows just how powerful POV-Ray can be.
>
> You mention the Clock Modifier, and I actually created the original
> include file in response to people asking how to use the POV clock for
> more than basic, linear actions.  The include file works just like slope
> maps do on pigments/normals, allowing different 'shapes' than straight
> line interpolations.  But it, and the Automatic Clock Modifier macros,
> are only tools to help you to make use of the POV clock.
>
> Putting them aside, then, I think POV-Ray animation can be broken down
> into three types:
>
> 1) Timeline animation, where every action is defined as a direct
> function of the clock;
> 2) Keyframe animation, where actions are defined as interpolations
> between clock values;
> 3) Rules animations, where certain parameters and behaviours are
> programmed and then the animation is run frame by frame, each frame
> building on the previous one.
>
> Of course, these three types can be combined and used together in
> different ways.  For the first, I find it helps to visualise how certain
> mathematical functions affect the clock (in two dimensions), before
> using them to change aspects of the three-dimensional scene.  For
> example, using multiplication to 'scale' the clock, addition/subtraction
> to translate it, raising by powers to create accelerated/decelerated
> motions, sine/cosines to create smooth oscillations and waves, modulo's
> to clip and repeat functions, etc.  Combining these with conditionals
> allows you to reshape the clock to perform just about any action you
> like - but long, nested functions can get pretty unwieldy!
>
> This is where keyframing helps, because you can break the clock down
> into separate little actions much more easily, and modifying the order,
> lengths, etc. of each interpolated segment becomes much simpler.  Apart
> from the Automatic Clock Modifier, I believe there is a program
> available that will keyframe Moray scenes, and no doubt there is other
> software you can use as well.
>
> The final type of animation is quite feasible thanks to POV-Ray's file
> I/O features, and can be a lot of fun because once you've programmed,
> parameterised, and randomised the actions you can sit back and enjoy
> different results whenever you want!
>
> Of course, the best way to learn is by doing, and that requires having
> something to animate... throwing an whole other discussion open!  Camera
> flythroughs are a start, as are object studies (like a spinning cube).
> More complicated are mechanical animations (robots, engines, etc.) and
> most complicated of all are animations that aim to mimic nature: people,
> plants, thunderstorms, water, the birth of the solar-system....


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