POV-Ray : Newsgroups : povray.animations : x, y, z -rotating objects Server Time
23 Nov 2024 19:48:06 EST (-0500)
  x, y, z -rotating objects (Message 1 to 4 of 4)  
From: sHURAKAI
Subject: x, y, z -rotating objects
Date: 12 Aug 2004 10:30:00
Message: <web.411b7e5a935f9b36b3522e90@news.povray.org>
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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From: Warp
Subject: Re: x, y, z -rotating objects
Date: 12 Aug 2004 12:51:59
Message: <411ba02f@news.povray.org>
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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From: Josh
Subject: Re: x, y, z -rotating objects
Date: 25 Aug 2004 10:17:53
Message: <412c9f91$1@news.povray.org>
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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From: MatrixFrog
Subject: Re: x, y, z -rotating objects
Date: 6 Jul 2005 05:35:00
Message: <web.42cba4e7f3a8734fc62e6bcb0@news.povray.org>
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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