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From: Greg M  Johnson
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 09:08:24
Message: <3d4fca48$1@news.povray.org>
I couldn't see it.


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From: Sebastian H 
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 09:27:34
Message: <3D4FCF6B.9040405@web.de>
Greg M. Johnson schrieb:
> I couldn't see it.

It's encoded using the divx4 codec.
You can download it from www.divx.com.
I think it version 5.0 currently but it should decode v4 as well.

If this wont't work, please tell me.
I used mencoder (linux video tool) to create it, maybe the problem is there.

Sebastian H.


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From: Hugo
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 09:35:14
Message: <3d4fd092$1@news.povray.org>
> I used mencoder (linux video tool)
> to create it, maybe the problem is there.

It runs fine here, on my Win98

Well, I don't have any reference anims to judge the quality.. This is mostly
textures on a low-poly shape. It probably looks pretty similar to real-time
rendering.. I just wonder how you managed to animate the body?

Regards,
Hugo


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From: ABX
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 09:39:35
Message: <39kvkusk9q2mu9jr1fog1nun4jg11b0igl@4ax.com>
On Tue, 6 Aug 2002 15:37:33 +0200, "Hugo" <hua### [at] post3teledk> wrote:
> I just wonder how you managed to animate the body?

I wonder what is the gender of "it" ;-)

ABX


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From: Sebastian H 
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 10:34:25
Message: <3D4FDF16.2070407@web.de>
> Well, I don't have any reference anims to judge the quality.. This is mostly
> textures on a low-poly shape. It probably looks pretty similar to real-time
> rendering.. I just wonder how you managed to animate the body?

This is true and neither the model nor the textures are made by me, as 
mentioned they are from a game called Quake3Arena.

When pov35 beta was out I found no converter for the modelformat which 
is used by the game that kept the uv's for a mesh2 object so I wrote a 
simple one. (I liked some of the game's artwork and wanted to use it in pov)

While reading about the modelformat I recognized that animation plays a 
major role (it's a fast game :-) ) so I tried to convert the animation 
data as well.

This animation is just the result of the playaround.
(By the way it used Pov's spline function to interpolate the meshframes, 
great stuff!)

Regards,
Sebastian H.


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From: Hugo
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 11:42:41
Message: <3d4fee71@news.povray.org>
> I tried to convert the animation data as well.
> (By the way it used Pov's spline function to interpolate the
> meshframes, great stuff!)

Now THAT is interesting! Do you think it could work on a dense polygon
shape? I can imagine it's relative easy to isolate the vertices in a
low-poly shape and animate them (maybe all vertices simply get a new value
from your file, for each frame?)

If you could make it work with a selection of key-vertices, interpolated
with the rest of polygons, I'd say here goes the next "Rune" ... hehe, I
mean, you're playing on a high level, then.  :o)

Regards,
Hugo


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From: Apache
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 13:48:58
Message: <3d500c0a$1@news.povray.org>
Me too. But maybe this is Michael Jackson in his spare time practicing his
moonwalk?


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From: Apache
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 13:48:58
Message: <3d500c0a$3@news.povray.org>
Rune, do you play Quake3Arena?


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From: Rune
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 15:07:24
Message: <3d501e6c@news.povray.org>
Apache wrote:
> Rune, do you play Quake3Arena?

Nope. I don't play much in general. I'm curious, why are you asking? :)

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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From: Rune
Subject: Re: crash walking (731k divx)
Date: 6 Aug 2002 15:18:13
Message: <3d5020f5@news.povray.org>
Hugo wrote:
>> I tried to convert the animation data as well.
>> (By the way it used Pov's spline function to interpolate the
>> meshframes, great stuff!)
>
> Now THAT is interesting!

I agree. It looks nice. :)

> If you could make it work with a selection of
> key-vertices, interpolated with the rest of
> polygons, I'd say here goes the next "Rune"
> ... hehe, I mean, you're playing on a high level, then.  :o)

I agree it's very well done, but I'd like to point out that the things
I'm working on are of a bit different kind I think.

Sebastian, if I understand correctly, is working on converting and
interpolating model data and animation data already created with
external utilities. Creating an animation from scratch will still
require you to have that utility that is used to create the animation
data.

My own experiments on the other hand have been minded more towards being
able to create animations from inside POV-Ray. My biggest problem is
that I haven't found a method to deform a mesh to follow a set of
bones... :(
If I could do that, it would be possible to use any mesh, and animate it
from inside POV-Ray, but I haven't had any success on that yet...

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated July 12)
POV-Ray Ring: http://webring.povray.co.uk


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