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Hello all,
I've seen that we can use spline where the camera can move on, but it only
moves the position, how can i do to make the "look_at" follow the spline
too; will i have to search mathematics functions or use an option already
existing?
Thanks all.
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> I've seen that we can use spline where the camera can move on, but it
only
> moves the position, how can i do to make the "look_at" follow the spline
> too; will i have to search mathematics functions or use an option already
> existing?
The simplest option is to just use a point slightly ahead in the spline for
the look_at:
camera {
location MySpline(x)
look_at MySpline(x+.001)
}
- Slime
[ http://www.slimeland.com/ ]
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Thanks very much for answer so fast!!
It's very simple, i'll test it quickly; thanks for your help .
regards,
Nicolas :-)
43838abb$1@news.povray.org...
> Hello all,
>
> I've seen that we can use spline where the camera can move on, but it
> only moves the position, how can i do to make the "look_at" follow the
> spline too; will i have to search mathematics functions or use an option
> already existing?
>
> Thanks all.
>
>
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sometimes it's also nice to use a point much further along the spline, like
when the camera is moving on a road: It looks much better if the camera
starts looking into a bend before it actually reaches it.
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Yes it's a good idea.
Thanks :-)
web.4383a05d50a9a314a8399d8d0@news.povray.org...
> sometimes it's also nice to use a point much further along the spline,
> like
> when the camera is moving on a road: It looks much better if the camera
> starts looking into a bend before it actually reaches it.
>
>
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Jaap <jws### [at] yahoocom> wrote:
> sometimes it's also nice to use a point much further along the spline, like
> when the camera is moving on a road: It looks much better if the camera
> starts looking into a bend before it actually reaches it.
In some cases you don't want the camera looking rigidly at its own
path ahead, but you might want to actually turn the camera a bit to one
side or another (eg. to temporarily look at some detail or whatever).
One possibility is to create *another* spline which is used for the
look_at of the camera. It could be the same spline but with slight
variations or just a completely different spline.
The idea is that since each spline point has a time value, you can
"orchestrate" the movement of the camera using them: "At time 0.1 the
camera should be located here and look at this point" (where this
point could be eg some object). This way you can eg. make the camera
keep looking at an object for a certain period of time even though it's
moving. This way you can make a virtual tour through your scene.
--
- Warp
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Thanks very much Warp :-))
43857ad4@news.povray.org...
> Jaap <jws### [at] yahoocom> wrote:
>> sometimes it's also nice to use a point much further along the spline,
>> like
>> when the camera is moving on a road: It looks much better if the camera
>> starts looking into a bend before it actually reaches it.
>
> In some cases you don't want the camera looking rigidly at its own
> path ahead, but you might want to actually turn the camera a bit to one
> side or another (eg. to temporarily look at some detail or whatever).
>
> One possibility is to create *another* spline which is used for the
> look_at of the camera. It could be the same spline but with slight
> variations or just a completely different spline.
>
> The idea is that since each spline point has a time value, you can
> "orchestrate" the movement of the camera using them: "At time 0.1 the
> camera should be located here and look at this point" (where this
> point could be eg some object). This way you can eg. make the camera
> keep looking at an object for a certain period of time even though it's
> moving. This way you can make a virtual tour through your scene.
>
> --
> - Warp
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