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Hi, i'm new in this buisness and have a question about the animations.
I need to get my object rotating, but in a special way : from
z-axis.
Is it possible in an easy way ? Somehow i don't understand how this
clock-thing works.
Fast help is gratefully acknowledged.
 
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sHURAKAI <nomail@nomail> wrote:
> Hi, i'm new in this buisness and have a question about the animations.
> I need to get my object rotating, but in a special way : from
> z-axis.
> Is it possible in an easy way ? Somehow i don't understand how this
> clock-thing works.
  I don't really understand what's so complicated about it.
  This is one way of doing it:
#switch(clock)
  #range(0, 1/3) rotate x*360*clock*3 #break
  #range(1/3, 2/3) rotate y*360*(clock-1/3)*3 #break
  #range(2/3, 1) rotate z*360*(clock-2/3)*3 #break
#end
-- 
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}//  - Warp -
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Heres an ini file I use when animating.  Note the Clock values,  you dont
always have to deal with 0-1 for clock.  I find that I can often use the
clock as a straight forward rotation value by setting its start and end
values.
[512x384, AA 0.3]
Width=512
Height=384
Antialias=On
Antialias_Threshold=0.3
Initial_Frame=1
Final_Frame=400
Initial_Clock = 20
Final_Clock = 100
Subset_Start_Frame=122
Subset_End_Frame=400
 
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The #range thing above is probably fine, but here's what I would do:
#if (clock<0.33)
#declare Rotation = x*360*3
#end
#if (0.33<clock<0.66)
#declare Rotation = y*360*3
#end
#if (clock>0.66)
#declare Rotation = z*360*3
#end
I didn't test that or check through it really carefully, so there might be a
mistake or two, but you get the idea. You might want to test at just 3 or 4
frames for each rotation, so like 9 or 12 total frames.
 
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