POV-Ray : Newsgroups : povray.binaries.animations : Railroad Server Time
19 Jul 2024 19:19:19 EDT (-0400)
  Railroad (Message 3 to 12 of 12)  
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From: Andrew Coppin
Subject: Re: Railroad
Date: 29 Sep 2002 11:22:45
Message: <3d971ac5@news.povray.org>
Hey, neat!

Andrew.


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From: Kevin Loney
Subject: Re: Railroad
Date: 29 Sep 2002 13:30:49
Message: <3d9738c9$1@news.povray.org>
very cool!

--
Kevin
http://www.geocities.com/qsquared_1999/
#macro _(r)#if(r<12)#local i=asc(substr("oqshilacefg",r,1))-97;
disc{<mod(i,7)-3,div(i,7)-1,6>,z,.4pigment{rgb 10}}_(r+1)
#end#end _(1)//KL


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From: Greg M  Johnson
Subject: Re: Railroad
Date: 29 Sep 2002 20:52:33
Message: <3d97a051@news.povray.org>
I don't know exactly how the cushion worked, but it was unintentional.
Charles and Slime helped me fix my algorithm so I could replace that  thing
with a "modelled" object such as this one...


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Attachments:
Download 'rail31.mpg' (525 KB)

From: Ken
Subject: Re: Railroad
Date: 29 Sep 2002 20:58:16
Message: <3D97A176.C3063E10@pacbell.net>
"Greg M. Johnson" wrote:
> 
> I don't know exactly how the cushion worked, but it was unintentional.
> Charles and Slime helped me fix my algorithm so I could replace that  thing
> with a "modelled" object such as this one...

The NTSB would never approve that rail line.

-- 
Ken Tyler


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From: Remco de Korte
Subject: Re: Railroad
Date: 29 Sep 2002 22:23:32
Message: <3D97B5AA.F5ECC6FA@onwijs.com>
"Greg M. Johnson" wrote:
> 
> I don't know exactly how the cushion worked, but it was unintentional.
> Charles and Slime helped me fix my algorithm so I could replace that  thing
> with a "modelled" object such as this one...
> 
>                  Name: rail31.mpg
>    rail31.mpg    Type: WMPLAYER File (video/x-mpeg2a)
>              Encoding: x-uuencode

I liked the sausage better!

There's a small problem here with the middle set of wheels, they
don't always touch the track.  

I still like both animations (boys and trains...)

Remco


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From: hughes, b 
Subject: Re: Railroad
Date: 30 Sep 2002 00:44:43
Message: <3d97d6bb@news.povray.org>
That does real good. Looks like if you monitored angles off from level you
could set speed changes and a tipping over limit.
--
Farewell,
Bob


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From: Andrew Coppin
Subject: Re: Railroad
Date: 30 Sep 2002 05:40:15
Message: <3d981bff@news.povray.org>
It just gets better...

Keep going! 8-D
Andrew.


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From: Rick [Kitty5]
Subject: Re: Railroad
Date: 30 Sep 2002 07:05:00
Message: <3d982fdc@news.povray.org>
Greg M. Johnson wrote:
> I don't know exactly how the cushion worked, but it was unintentional.
> Charles and Slime helped me fix my algorithm so I could replace that
> thing with a "modelled" object such as this one...

Of your over cook the motion slightly, would be excellent for a 'toon train'
animation

--
Rick

Kitty5 NewMedia http://Kitty5.co.uk
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---

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From: Greg M  Johnson
Subject: Re: Railroad
Date: 30 Sep 2002 09:50:40
Message: <3d9856b0$1@news.povray.org>
"Remco de Korte" <rem### [at] onwijscom> wrote in message
news:3D97B5AA.F5ECC6FA@onwijs.com...
>
> There's a small problem here with the middle set of wheels, they
> don't always touch the track.
>

Independent suspension?: Ugh, more coding headaches!  The biggest one I face
now is how to get a second car hooked up to this one and keep everything
purely procedural.

But seriously,  would a real train have independent suspension of that type?
I suppose the answer is no, but they wouldn't go on non-NTSB-approved tracks
like this one, either.   I'm probably going to model two kinds of engines,
1) Thomas-like, and 2) highly detailed from some blueprints of 1910's steam
engines I found at the local library.


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From: Remco de Korte
Subject: Re: Railroad
Date: 1 Oct 2002 11:55:21
Message: <3D99C56C.1EFB171E@onwijs.com>
"Greg M. Johnson" wrote:
> 
> "Remco de Korte" <rem### [at] onwijscom> wrote in message
> news:3D97B5AA.F5ECC6FA@onwijs.com...
> >
> > There's a small problem here with the middle set of wheels, they
> > don't always touch the track.
> >
> 
> Independent suspension?: Ugh, more coding headaches!  The biggest one I face
> now is how to get a second car hooked up to this one and keep everything
> purely procedural.
> 

You could also get the sausage back and bend it ;)

> But seriously,  would a real train have independent suspension of that type?

Perhaps not, or at least not as flexible as would be necessary
for your track. 
But having a single set of wheels in the middle increases the
problem (I've never seen that on a real train).

> I suppose the answer is no, but they wouldn't go on non-NTSB-approved tracks
> like this one, either.   I'm probably going to model two kinds of engines,
> 1) Thomas-like, and 2) highly detailed from some blueprints of 1910's steam
> engines I found at the local library.

Would it really be that hard to model the suspension
(realistically or not)? You already have the movement of the
upper part, guided by the track, so you also already know the
position of the track. If you take the current position of the
wheels, then put the wheels on the track and stick a bit of
bubblegum between those two positions it should work nicely.
Oh, and if you work on the Thomas-like version I'd really love
to see a sausage (even though I don't eat them). :)

Regards,

Remco


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