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after solving the last problem with your nice #switch i now have another
problem. I created a cameraspline using the spline.mcr but as already
mentioned in in another post, the look_at point moves with the movement of
the camera or even more worse, the camera looks in the moving direction.
But i need to have it focused to a single point. Or even better i would
like to create another spline for the look_at. Is it possible ? Sorry but
i'm still a noob in creating animations.
The path and the camera.
#declare Path = create_spline (
array[10] {< 0, 0, 10>,
< -10, 0, 0>,
< 0, 10, 0>,
< 10, 0, 0>,
< 0, 0,-10>,
< -10, 0, 0>,
< 0, 0, 10>,
< 10, 0, 0>,
< 0, 0,-10>,
< -10, 0, 0> },
spline_loop (yes) + spline_tension (-1))
preview_spline (Path, default_options)
#declare CAM_motion = camera {right -4/3*x up y
angle 45.000000
location < 0.01, 0, 0 >
look_at <0,0,0>
animate_by_spline (Path, auto_banking (off))}
Thanks in advance, Shu.
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"Manuel Mata" <man### [at] yahooes> wrote:
> "sHURAKAI" <nomail@nomail> wrote:
> Just use spline keyword instead of spline macros. Create 2 splines one for
> path and other one for look_at and use them on the camera. If u want to
> focus to a single point use a simple vector for the var myLook_at.
>
> See ya.
>
> Manuel Mata Rueda
> http://es.geocities.com/manuel_mata_rueda
Hi Manuel,
and thanks for Your help. You were right, the macro was the problem. Now
it's working fine. :))))))).
I created a little scene with a camera spline for the movement and another
while-loop.
For all the people with the same probs here is a small scene-template (only
the object is missing, works fine with +kff100) :
#include "colors.inc"
global_settings { assumed_gamma 2.2
max_trace_level 50}
#declare CamPath = spline {natural_spline
0.00, < 0, 10,100>,//
0.05, < 0, 10, 80>,//
0.10, < 0, 8, 60>,//
0.15, < 0, 7, 50>,//
0.20, < 0, 6, 40>,//
0.25, < 0, 5, 30>,//
0.30, < -30, 5, 5>,//
0.35, < -20, 25, 0>,//
0.40, < 0, 30, 5>,//
0.45, < 20, 25, 0>,//
0.50, < 30, 5, -5>,//
0.533, < 25, 5,-25>,//
0.566, < 0, 5,-35>,//
0.600, < -25, 5,-25>,//
0.633, < -35, 5, 0>,//
0.666, < -25, 5, 25>,//
0.700, < 0, 5, 40>,//
0.733, < 35, 5, 35>,//
0.766, < 55, 5, 0>,//
0.800, < 40, 5,-40>,//
0.833, < 0, 5,-55>,//
0.866, < -40, 5,-40>,//
0.900, < -55, 5, 0>,//
0.955, < -40, 5, 30>,//
1.000, < 0, 4, 23>}//
#declare LookPath = spline {linear_spline
0.00, <-1.0, 0, 0>,//
0.10, <-0.8, 0, 0>,//
0.20, <-0.6, 0, 0>,//
0.30, <-0.4, 0, 0>,//
0.40, <-0.2, 0, 0>,//
0.50, < 0.0, 0, 0>,//
0.60, < 0.2, 0, 0>,//
0.70, < 0.4, 0, 0>,//
0.80, < 0.6, 0, 0>,//
0.90, < 0.8, 0, 0>,//
1.00, < 1.0, 0, 0>}//
#declare CAM_prev_z = camera {right -4/3*x
location < 0.0, 5.0, 100.0 >
angle 45.000000
look_at < 0, 10, 0 >
}
#declare CAM_prev_y = camera {right -4/3*x
location < 0.0, 200.0, 0.0 >
angle 75.000000
look_at < 0, 10, 0 >
}
#declare CAM_motion = camera {right -4/3*x up y
angle 55.000000
location (CamPath(clock)+ < 0,3,0 >)
look_at (LookPath(clock))
}
camera{CAM_motion}
#declare Nr = 0;
#declare EndNr = 1;
#while (Nr< EndNr)
sphere{ <0,0,0>,0.2
texture{ pigment{color rgb <1-Nr/1.1,0+Nr/1.1,0>}
finish {ambient 0.25 diffuse 0.85 phong 1}
}
translate CamPath(Nr)
}
#declare Nr = Nr + 0.002; //
#end
#declare Node = 0;
#declare EndNode = 1;
#while (Node< 0.5)
sphere{ <0,0,0> 0.5
texture{ pigment {color rgb <1,1,1>}
finish {ambient 0.25 diffuse 0.85 phong 1}
}
translate CamPath(Node)
}
#declare Node = Node + 0.05;
#end
#declare Node = 0.5;
#declare EndNode = 1;
#while (Node < EndNode)
sphere{ <0,0,0> 0.5
texture{ pigment {color rgb <1,1,1>}
finish {ambient 0.25 diffuse 0.85 phong 1}
}
translate CamPath(Node)
}
#declare Node = Node + 0.033;
#end
#declare Nr = 0;
#declare EndNr = 1;
#while (Nr< EndNr)
sphere{ <0,0,0>, 0.2
texture{ pigment{color rgb <1-Nr/2,0.75+Nr/4,0>}
finish {ambient 0.25 diffuse 0.85 phong 1}
}
translate LookPath(Nr)
}
#declare Nr = Nr + 0.001;
#end
light_source { <0,50,22> rgb<0.5,0.5,0.5> shadowless }
light_source { <-22.2,0,0> rgb<0.5,0.5,0.5> shadowless }
light_source { <22.2,0,0> rgb<0.5,0.5,0.5> shadowless }
light_source { <0, 50, 30> color rgb 0.5
spotlight
radius 1
falloff 10
tightness 1
point_at <0,0,0>
}
plane{<0,1,0>, 0
texture{pigment{ color DarkSlateBlue } }
translate< 0, -5, 0 >
}
// Bye and have fun, Shu.
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