POV-Ray : Newsgroups : povray.binaries.animations : Re: Snake3, New and Improved! Server Time
1 Nov 2024 13:22:33 EDT (-0400)
  Re: Snake3, New and Improved! (Message 1 to 5 of 5)  
From: Remco de Korte
Subject: Re: Snake3, New and Improved!
Date: 2 Oct 2003 08:20:09
Message: <3F7C1772.33D9A576@onwijs.com>
Steve Shelby wrote:
> 
> I solved the head-wagging problem by delaying the timing of the side-to-side
> movement of the spline by 0.04. It makes the unbending neck portion a little
> longer, but is that a problem?
> Steve Shelby
> 
>                   Name: Snake3a.mpg
>    Snake3a.mpg    Type: WMPLAYER File (video/mpg)
>               Encoding: x-uuencode

Yes. 8)
Although I do think this looks excellent it does seem like he has a
stiff neck. Actually that isn't any different from the previous version,
so the problem may be something different.
I don't think the head should be totally motionless, it could wag a bit,
but not as fast as in v2.

This turns out to be more complicated then I'd have thought, having no
clear idea on how a snake actually moves forward...

Remco


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From: Remco de Korte
Subject: Re: Snake3, New and Improved!
Date: 2 Oct 2003 08:41:28
Message: <3F7C1C68.71878BD7@onwijs.com>
This is more or less what I was thinking about... 

(old indeo codec)


Remco


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Attachments:
Download 'snake.avi.dat' (78 KB)

From: Dave Vogt
Subject: Re: Snake3, New and Improved!
Date: 2 Oct 2003 17:00:12
Message: <1vfu41-9r2.ln1@control-alt-del.ch>
Steve Shelby wrote:

> I solved the head-wagging problem by delaying the timing of the
> side-to-side movement of the spline by 0.04. It makes the
> unbending neck portion a little longer, but is that a problem?
> Steve Shelby

Looks much better now.. but for me it seems that the snake moves a
bit jerky. How did you connect the static part to the sine? 


Greets

Dave


-- 
Dave "tPassive" Vogt| ruby -e "n=gets.to_i;a=(2..n).to_a;a.each{
Linux  user  #225040| |x|puts x;(x*2).step(n,x){|j|a.delete j}}"
____________________|_____________________________             |
PGP Key: http://control-alt-del.ch/public_key.asc \____________/


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From: Steve Shelby
Subject: Re: Snake3, New and Improved!
Date: 2 Oct 2003 22:24:33
Message: <3f7cdde1$1@news.povray.org>
I'm working on a way to shorten the neck while still having the head
pointing straight ahead. I'll post again when I get the right results.
Steve

"Remco de Korte" <rem### [at] onwijscom> wrote in message
news:3F7C1772.33D9A576@onwijs.com...
> Steve Shelby wrote:
> >
> > I solved the head-wagging problem by delaying the timing of the
side-to-side
> > movement of the spline by 0.04. It makes the unbending neck portion a
little
> > longer, but is that a problem?
> > Steve Shelby
> >
> >                   Name: Snake3a.mpg
> >    Snake3a.mpg    Type: WMPLAYER File (video/mpg)
> >               Encoding: x-uuencode
>
> Yes. 8)
> Although I do think this looks excellent it does seem like he has a
> stiff neck. Actually that isn't any different from the previous version,
> so the problem may be something different.
> I don't think the head should be totally motionless, it could wag a bit,
> but not as fast as in v2.
>
> This turns out to be more complicated then I'd have thought, having no
> clear idea on how a snake actually moves forward...
>
> Remco


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From: Steve Shelby
Subject: Re: Snake3, New and Improved!
Date: 2 Oct 2003 22:39:59
Message: <3f7ce17f$1@news.povray.org>
"Dave Vogt" <dav### [at] control-alt-delch> wrote in message
news:1vf### [at] control-alt-delch...
>
> Looks much better now.. but for me it seems that the snake moves a
> bit jerky. How did you connect the static part to the sine?

It's all one spline, defined by an array of points, each of which has its
own time element. It starts out as a straight line, and each point is
translated to a + or - y value in progression along the x axis. See my
previous post, "Snake2 WIP".
Steve


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