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Hello!
I produced an animation with a Camera that flies thru a scene (the scene
doesn't change), similar to
http://www.mpip-mainz.mpg.de/~schuerg/canyon.avi (which is not made by me).
My Camera follows a spline with curves. When the camera flies thru a curve I
like to turn the angle of the camera a bit as a airplane would do; the
camera leans to the left or to the right.
I have the location of the camera according to the spline position, the
look-at of the camera according to the next position on the spline (i.e. the
camera looks to the direction it will fly to next). How can I calculate the
Sky-vector with these two vectors to get the effect?
Another question to the spline. I noticed that the speed of the camera
changes. This occurs because the numbers leading the process are not
proportional increasing to the increase of the positions:
e.g.
1 , <1,1,10>
2 , <1,1,20>
3 , <1,1,100>
4 , <1,1,104>
Is there an extern program producing code for povray to normalize the spline
(a given spline) so that the camera is always at the same speed?
It would let the vectors <1,1,10> etc. untouched but would recalculate the
leading numbers 1,2,3,4 in my example probably to 1,2,10,10.4 to make the
density of the spline the same at all positions; since these are vectors
normally all three numbers in the vector are changing (not only the last as
in my example), so it's a bit complicate.
Thanks!
Chrisir
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Chrisir wrote:
> My Camera follows a spline with curves. When the camera flies thru a
> curve I like to turn the angle of the camera a bit as a airplane
> would do; the camera leans to the left or to the right.
>
> I have the location of the camera according to the spline position,
> the look-at of the camera according to the next position on the
> spline (i.e. the camera looks to the direction it will fly to next).
> How can I calculate the Sky-vector with these two vectors to get the
> effect?
Perhaps you can get inspiration in how the Spline_Trans() macro in
transforms.inc works.
You can have a look at this demo scene...
scenes\animations\splinefollow\splinefollow.pov
...and render with the first person view settings. This scene illustrates
the usage of Spline_Trans() to move the camera, including banking.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com
POV-Ray Ring: http://webring.povray.co.uk
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