POV-Ray : Newsgroups : povray.binaries.animations : Rolercoaster-Animation (486KB bu) Server Time
19 Jul 2024 17:13:00 EDT (-0400)
  Rolercoaster-Animation (486KB bu) (Message 1 to 5 of 5)  
From: Hartmut Wagener
Subject: Rolercoaster-Animation (486KB bu)
Date: 28 Mar 2002 17:26:26
Message: <3ca39892@news.povray.org>
The animation is still rendering, but i think 4 seconds are enough to show
here in this forum.
The complete run will be 40 seconds and will be posted on my homepage some
days later :)

The speed is a little bit to high, and i should think about some
speed-computations for
climbing or descending hills, but this does not look easy to me.

I have also thought about making the track opaque only on parts that are
used and to leave
the other parts transparent. Would look nice.

Hartmut

http://www.killozap.de


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Attachments:
Download 'RollerCoaster.avi.dat' (487 KB)

From: Hartmut Wagener
Subject: Re: Rolercoaster-Animation (486KB bu)
Date: 28 Mar 2002 17:34:35
Message: <3ca39a7b@news.povray.org>
Forgot to post the codec. It is divx 4 ...

hartmut


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From: Hugo
Subject: Re: Rolercoaster-Animation (486KB bu)
Date: 3 Apr 2002 16:12:41
Message: <3cab7049@news.povray.org>
> The speed is a little bit to high, and i should think about some
> speed-computations for
> climbing or descending hills, but this does not look easy to me.

Yes the speed is insane.  :o)  But implementing accleration wouldn't be too
hard I think.. Assuming you have a variable for speed / or the distance to
go between each frame, you either increase or decrease this variable
depending if your "car" is moving up or down.. To find out this, simply
extract Y variables for 2 frames, Y1 and Y2.. If Y2 > Y1 then your car is
going up, so you should decrease the speed variable by the amount the car is
going up. Opposite for downwards movement.

See what I mean?  :o)  Explaining is not so easy, but I'm sure of what I
mean.


the 4. time (I'm using Buzz too.)

Regards,
Hugo


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From: Hartmut Wagener
Subject: Re: Rolercoaster-Animation (486KB bu)
Date: 24 Apr 2002 12:15:46
Message: <3cc6da32$1@news.povray.org>
Yes, i have tried it this way. The hard thing is to do an animation of n
frames which covers the complete track with acceleration.
This is no easy task and i have put it on queue and rendered this animation
with 4000 frames for better speed. And i am doing an animation with
stere-effect for red-green-glasses. The tests with red-green-stereo look
great ...

Hartmut

"Hugo" <hua### [at] post3teledk> schrieb im Newsbeitrag
news:3cab7049@news.povray.org...
> > The speed is a little bit to high, and i should think about some
> > speed-computations for
> > climbing or descending hills, but this does not look easy to me.
>
> Yes the speed is insane.  :o)  But implementing accleration wouldn't be
too
> hard I think.. Assuming you have a variable for speed / or the distance to
> go between each frame, you either increase or decrease this variable
> depending if your "car" is moving up or down.. To find out this, simply
> extract Y variables for 2 frames, Y1 and Y2.. If Y2 > Y1 then your car is
> going up, so you should decrease the speed variable by the amount the car
is
> going up. Opposite for downwards movement.
>
> See what I mean?  :o)  Explaining is not so easy, but I'm sure of what I
> mean.
>

> the 4. time (I'm using Buzz too.)
>
> Regards,
> Hugo
>
>


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From: Hugo
Subject: Re: Rolercoaster-Animation (486KB bu)
Date: 28 Apr 2002 10:57:02
Message: <3ccc0dbe$1@news.povray.org>
> Yes, i have tried it this way. The hard thing is to do an animation of n
> frames which covers the complete track with acceleration.

Have you tried the keyword "frame_number" that doesn't depend on clock, but
returns the number of the current frame. This could provide easier control
of speed. Also "delta_clock" I believe it's called, that gives you the
distance between two clock values - between two frames.

Regards,
Hugo


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