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A test rendering of my flythrough system (details in p.a-u). I've rendered
an animation of an airplane flight through the Grand Canyon. Since this is
just a test rendering, I used a set of low-resolution heightfields, so there
are some noticable gaps in the terrain. The jerkiness in the movement is
due to the problem I discussed in p.a-u. And yes, I know that at one point
the airplane goes through the canyon floor.
Viewing recommendation: If your video player supports it, play the animation
at 18 frames per second, instead of the default 24 fps. Also, keep a barf
bag nearby. :-)
www.geocities.com/rengaw03/download/canyon.mpg
Mark
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That's a wild ride. That the real reason helicopter tours were stopped?
Just kidding.
The mpeg sure throws a few bits and pieces of the canyon around.
For the flight path in my Mountains&Lakes animation I just used the Spline
(clock) in MegaPov along with the older ClockMod.inc by Chris C., that way I
get time-based changes to the splines.
Speaking of slowing it down some, there's a major complication in such
animations as people most likely know. Super high speed seems difficult to
see as being realistic, so to get more realism you need more frames which in
turn means more render time and larger files. Vicious circle.
Bob
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Wharf! Whoa... I wish my player had a way of slowing down...
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**pukes all over lap and keyboard**
Mark Wagner wrote:
>
> A test rendering of my flythrough system (details in p.a-u). I've rendered
> an animation of an airplane flight through the Grand Canyon. Since this is
> just a test rendering, I used a set of low-resolution heightfields, so there
> are some noticable gaps in the terrain. The jerkiness in the movement is
> due to the problem I discussed in p.a-u. And yes, I know that at one point
> the airplane goes through the canyon floor.
>
> Viewing recommendation: If your video player supports it, play the animation
> at 18 frames per second, instead of the default 24 fps. Also, keep a barf
> bag nearby. :-)
>
> www.geocities.com/rengaw03/download/canyon.mpg
>
> Mark
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I guess the interesting thing is that sometime it decides to swing left/right,
other times to climb straight up over a hill. Is the motion mere splines, or
could you tell me about the decision making process of your intelligent
algorithm?
Mark Wagner wrote:
> A test rendering of my flythrough system (details in p.a-u). I've rendered
> an animation of an airplane flight through the Grand Canyon. Since this is
> just a test rendering, I used a set of low-resolution heightfields, so there
> are some noticable gaps in the terrain. The jerkiness in the movement is
> due to the problem I discussed in p.a-u. And yes, I know that at one point
> the airplane goes through the canyon floor.
>
> Viewing recommendation: If your video player supports it, play the animation
> at 18 frames per second, instead of the default 24 fps. Also, keep a barf
> bag nearby. :-)
>
> www.geocities.com/rengaw03/download/canyon.mpg
>
> Mark
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Greg M. Johnson wrote in message <39895716.84EB6DDD@my-dejanews.com>...
>I guess the interesting thing is that sometime it decides to swing
left/right,
>other times to climb straight up over a hill. Is the motion mere splines,
or
>could you tell me about the decision making process of your intelligent
>algorithm?
The motion is simply a single spline that I planned out. However, thanks
for the idea of making a system to decide on a path. I'll see if it is
practical or not.
Mark
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Actually, YOU gave ME an idea. I spend a lot of time developing intelligent
algorithms that generate a position and velocity for every time increment. I
end up doing it over and over trying to avoid jerky motion.
Perhaps a much better approach is to intelligently determine a SPLINE based on
the contours of the geography.
Mark Wagner wrote:
>
> The motion is simply a single spline that I planned out. However, thanks
> for the idea of making a system to decide on a path. I'll see if it is
> practical or not.
>
> Mark
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When I was developing a string system that could allow for draping string or cloth
over something, I came up with a plane to plot out a series of points on a plane
above the heightfield, then drape it over the height field, then take that draped
set and move it back up a bit, and use that as the path.
I never got around to coding it. Damn my short attention span
Josh
"Greg M. Johnson" wrote:
> Actually, YOU gave ME an idea. I spend a lot of time developing intelligent
> algorithms that generate a position and velocity for every time increment. I
> end up doing it over and over trying to avoid jerky motion.
>
> Perhaps a much better approach is to intelligently determine a SPLINE based on
> the contours of the geography.
>
> Mark Wagner wrote:
>
> >
> > The motion is simply a single spline that I planned out. However, thanks
> > for the idea of making a system to decide on a path. I'll see if it is
> > practical or not.
> >
> > Mark
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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