POV-Ray : Newsgroups : povray.binaries.animations : Re: Toyota mechsim Server Time
1 Nov 2024 21:22:33 EDT (-0400)
  Re: Toyota mechsim (Message 1 to 6 of 6)  
From: Tim Nikias
Subject: Re: Toyota mechsim
Date: 21 Feb 2003 15:14:40
Message: <3e5688b0@news.povray.org>
1. What are you actually trying to achieve? That could help
in determining what you might have to change...
2. That terrain is really unsuitable for that car. Take some
stock-footage off the net and see what kinds of terrain
cars are driving on. Could help in preventing some strange
effects...

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde

>
> Thanks to Michael Andrews for the Three_Point_Trans macro. I'd been trying
> for ages to get this to work using multiple Reorient_Trans and trying to do
> the orientation in my own code, but I could only get two of the yaw, pitch
> and roll to be correct at the same time. Three_Point_Trans did the job
> straight away.
>
> There are a couple of problems with it. One would be trivial to fix, but
> would just require the whole animation to be run again: I didn't notice that
> the model used right handed co-ordinates, so those of you with sharp eyes
> will notice the word "ATOYOT" written on the back.
>
> The other problem is that the wheels move sideways too much. I think that's
> trickier and will probably need the topology to be radically redesigned.
> With the existing structure, if the connections are made rigid enough to
> reduce the lateral motions to a reasonable level, they restrict the vertical
> motions too much.
>
>
>
>
>
>


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From: Rick [Kitty5]
Subject: Re: Toyota mechsim
Date: 21 Feb 2003 17:07:17
Message: <3e56a315$1@news.povray.org>
Looks good, next time you render it, could you do it in slow motion with
more fps?


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From: Mike Williams
Subject: Re: Toyota mechsim
Date: 21 Feb 2003 23:10:43
Message: <0x+VACAtYvV+Ewcz@econym.demon.co.uk>
Wasn't it Rick [Kitty5] who wrote:
>Looks good, next time you render it, could you do it in slow motion with
>more fps?

I tried that but it broke the 1Mb limit.

-- 
Mike Williams
Gentleman of Leisure


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From: Michael Andrews
Subject: Re: Toyota mechsim
Date: 22 Feb 2003 08:35:31
Message: <3e577ca3$1@news.povray.org>
Mike Williams wrote:
> Thanks to Michael Andrews for the Three_Point_Trans macro. 

You're very welcome.

> I'd been trying
> for ages to get this to work using multiple Reorient_Trans and trying to do
> the orientation in my own code, but I could only get two of the yaw, pitch
> and roll to be correct at the same time. Three_Point_Trans did the job
> straight away.

Glad to see it used by someone else. I wonder if I can get it into the 
next release of "transforms.inc" ... fame at last :-)
> 
> There are a couple of problems with it. One would be trivial to fix, but
> would just require the whole animation to be run again: I didn't notice that
> the model used right handed co-ordinates, so those of you with sharp eyes
> will notice the word "ATOYOT" written on the back.
> 
> The other problem is that the wheels move sideways too much. I think that's
> trickier and will probably need the topology to be radically redesigned.
> With the existing structure, if the connections are made rigid enough to
> reduce the lateral motions to a reasonable level, they restrict the vertical
> motions too much.

I guess you'll have to model the topology more faithfully - something 
like stiff horizontal triangles with a softer, heavily damped vertical 
connection.

Bye for now,
	Mike Andrews.


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From: Christoph Hormann
Subject: Re: Toyota mechsim
Date: 24 Feb 2003 08:12:21
Message: <3E5A1A35.62C177E2@gmx.de>
Looks funny.  How does the underlying topology work?

Christoph

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From: Mike Williams
Subject: Re: Toyota mechsim
Date: 24 Feb 2003 13:15:18
Message: <vIEDuAAKDmW+Ew1D@econym.demon.co.uk>
Wasn't it Christoph Hormann who wrote:
>
>Looks funny.  How does the underlying topology work?
>

There are just 8 masses, four representing the corners of the body and
one representing each wheel.

There are 6 stiff connections between all possible pairs of body
corners, 4 soft connections vertically downwards from each corner to the
corresponding wheel so that the distance between the car and wheel can
vary, 2 stiff wheel axles, and eight fairly stiff diagonal connections
that try (by don't quite succeed) to prevent the axles moving too much
in horizontal directions.

The body shell is rigid, but the four masses representing the corners
don't always end up in the same plane, so the body shell position and
orientation is calculated from averages.

-- 
Mike Williams
Gentleman of Leisure


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