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hello
I want to make an animation.
First I want to scale an Object.
After the Object has scaled the camera should rotate
How can I do this????
thanks
chris
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> I want to make an animation.
>
> First I want to scale an Object.
> After the Object has scaled the camera should rotate
Animation is generally achieved using POV-Ray's internal clock value, which
is a timeline for the scene that (by default) runs from 0 to 1 over the
course of the animation. You can animate anything using this value in
formulas and such, e.g. for scaling:
object {MyLittleObject scale 1 + clock*4}
Here the object grows from its original size (scale 1) to 5 times that at
the end of the animation. For rotation, something similar:
camera {location <0, 0, -20>
rotate y*clock*360
look_at <-1, 5, 2>}
Here the clock location spins around the y-axis a full revolution, but
remains looking at <-1, 5, 2> for the entire animation.
Now, if you want more complicated, multi-stage animations I might suggest
you look at my Automatic Clock Modifier macro file, which allows you to
keyframe practically any aspect of your animation (including floats,
vectors, pigments and textures):
http://www.geocities.com/ccolefax
There you'll also find a link to a great animation tutorial by Steve
Strickland, and a tutorial for my Spline Macro file that offers full support
for animation.
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Specifically, you would be using something like this for doing ranges with the
Clock Modifier include file:
#declare clock_start=0;
#declare clock_finish=0.5; // ends where other begins
#include "clockmod.inc"
#declare Scaled=1+mclock*3; // whatever
#declare clock_start=0.5; // begins where other left off
#declare clock_finish=1;
#include "clockmod.inc"
#declare Rotated=mclock*360; // whatever
object { YourObject scale <Scaled,Scaled,Scaled> }
camera { location <0,0,-10>
rotate <0,Rotated,0>
look_at 0 }
Or this using the Auto Clock macro (still need the include file in Library
path):
#include "autoclck.mcr"
object { YourObject scale From ( 0, <1,1,1> ) To ( 0.5, <4,4,4> ) }
camera { location <0,0,-10>
rotate From ( 0.5, <0,0,0> ) To ( 1, <0,360,0> )
look_at 0 }
The first numbers in parentheses are the clock values you want.
Second numbers are the floats or vectors of the amounts you want changed.
Bob H.
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