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I am wondering how to go about having an object appear instantly in a
POV animation. Specifically, I am working with moving light sources
(death rays, as it happens :-) that appear at the snout of a ray gun and
then fly off. Currently I am using some really inelegant ways of doing
this, such as putting them really far away then translating them into
ground, but there must be a better way.
Thanks,
RA
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I would use the clock like this:
#if (clock > .5)
object(laser)
#endif
--
Mike
wk: mik### [at] pyxiscom www.pyxis.com
hm: mwe### [at] sciticom www.geocities.com/mikepweber
"Rick Adams" <ben### [at] xprtnet> wrote in message
news:benboomREMOVE_THIS_PART-C83EF9.09511318042000@news.povray.org...
> I am wondering how to go about having an object appear instantly in a
> POV animation. Specifically, I am working with moving light sources
> (death rays, as it happens :-) that appear at the snout of a ray gun and
> then fly off. Currently I am using some really inelegant ways of doing
> this, such as putting them really far away then translating them into
> ground, but there must be a better way.
>
>
> Thanks,
>
> RA
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In article <38fc9e85$1@news.povray.org>, "Mike Weber"
<mik### [at] pyxiscom> wrote:
> I would use the clock like this:
>
> #if (clock > .5)
> object(laser)
> #endif
Thanks!. Very simple; I like that.
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If you want multiple instances the thing to do is use #switch with #range. These
directives are practically made for
animation. Example:
#switch (clock)
#range (0.3,0.5) // for a 0 to 1 clock
// do the ray here
#break
#end
Bob
"Rick Adams" <ben### [at] xprtnet> wrote in message
news:benboomREMOVE_THIS_PART-C33E4F.15571918042000@news.povray.org...
| In article <38fc9e85$1@news.povray.org>, "Mike Weber"
| <mik### [at] pyxiscom> wrote:
|
| > I would use the clock like this:
| >
| > #if (clock > .5)
| > object(laser)
| > #endif
|
| Thanks!. Very simple; I like that.
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In article <38fd13e9@news.povray.org>, "Bob Hughes"
<per### [at] aolcom?subject=PoV-News:> wrote:
> If you want multiple instances the thing to do is use #switch with
> #range. These directives are practically made for
> animation. Example:
>
> #switch (clock)
> #range (0.3,0.5) // for a 0 to 1 clock
> // do the ray here
> #break
> #end
Does that mean that the other example won't let you do multiples? I used
it in my currently rendering animation, but just once, and it seemed to
work fine and I can't see why you couldn't use it for multiple death
rays, or whatever. What is the advantage this way? (I know there must be
one, I just don't see it.)
RA
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Rick Adams wrote:
>
> In article <38fd13e9@news.povray.org>, "Bob Hughes"
> <per### [at] aolcom?subject=PoV-News:> wrote:
>
> > If you want multiple instances the thing to do is use #switch with
> > #range. These directives are practically made for
> > animation. Example:
> >
> > #switch (clock)
> > #range (0.3,0.5) // for a 0 to 1 clock
> > // do the ray here
> > #break
> > #end
>
> Does that mean that the other example won't let you do multiples? I used
> it in my currently rendering animation, but just once, and it seemed to
> work fine and I can't see why you couldn't use it for multiple death
> rays, or whatever. What is the advantage this way? (I know there must be
> one, I just don't see it.)
>
> RA
I don't do much animation work but I believe the difference is that the
first example will cause the death ray to appear at clock cycle 0.5 and
persist until it reaches a value of one - until the last frame of the
animation. With the second example you can have the death ray appear at
a clock value of 0.3 and then dissapear at the clock value of 0.5. The
second method offers a little more flexibility than does the first.
--
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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"Ken" <tyl### [at] pacbellnet> wrote in message news:38FD23C3.DF54931C@pacbell.net...
| >
| > Does that mean that the other example won't let you do multiples? I used
| > it in my currently rendering animation, but just once, and it seemed to
| > work fine and I can't see why you couldn't use it for multiple death
| > rays, or whatever. What is the advantage this way? (I know there must be
| > one, I just don't see it.)
|
| I don't do much animation work but I believe the difference is that the
| first example will cause the death ray to appear at clock cycle 0.5 and
| persist until it reaches a value of one - until the last frame of the
| animation. With the second example you can have the death ray appear at
| a clock value of 0.3 and then dissapear at the clock value of 0.5. The
| second method offers a little more flexibility than does the first.
That's pretty much it, and for simplicity really. You have to start nesting those
"#if" directives to get the same
result. Can get difficult to follow.
Bob
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In article <38fd313b@news.povray.org>, "Bob Hughes"
<per### [at] aolcom?subject=PoV-News:> wrote:
> | I don't do much animation work but I believe the difference is that the
> | first example will cause the death ray to appear at clock cycle 0.5 and
> | persist until it reaches a value of one - until the last frame of the
> | animation. With the second example you can have the death ray appear at
> | a clock value of 0.3 and then dissapear at the clock value of 0.5. The
> | second method offers a little more flexibility than does the first.
>
> That's pretty much it, and for simplicity really. You have to start
> nesting those "#if" directives to get the same
> result. Can get difficult to follow.
Okay, I understand. It wasn't an issue in the animation I'm doing now
since I send the death ray off out of the picture, never to be seen
again (it's more like the rays they used in Forbidden Planet, it you
remember that one), but your way makes them able to disappear on cue,
too. That's probably lots more useful for most apllications.
Thanks, everybody.
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A good example would be a flashing light.
--
Mike
wk: mik### [at] pyxiscom www.pyxis.com
hm: mwe### [at] sciticom www.geocities.com/mikepweber
"Rick Adams" <ben### [at] xprtnet> wrote in message
news:benboomREMOVE_THIS_PART-1A7DD9.07502819042000@news.povray.org...
> In article <38fd313b@news.povray.org>, "Bob Hughes"
> <per### [at] aolcom?subject=PoV-News:> wrote:
>
>
> > | I don't do much animation work but I believe the difference is that
the
> > | first example will cause the death ray to appear at clock cycle 0.5
and
> > | persist until it reaches a value of one - until the last frame of the
> > | animation. With the second example you can have the death ray appear
at
> > | a clock value of 0.3 and then dissapear at the clock value of 0.5. The
> > | second method offers a little more flexibility than does the first.
> >
> > That's pretty much it, and for simplicity really. You have to start
> > nesting those "#if" directives to get the same
> > result. Can get difficult to follow.
>
> Okay, I understand. It wasn't an issue in the animation I'm doing now
> since I send the death ray off out of the picture, never to be seen
> again (it's more like the rays they used in Forbidden Planet, it you
> remember that one), but your way makes them able to disappear on cue,
> too. That's probably lots more useful for most apllications.
>
> Thanks, everybody.
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