POV-Ray : Newsgroups : povray.binaries.animations : Booster test (245k mpeg 1) Server Time
19 Jul 2024 13:19:16 EDT (-0400)
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From: Tek
Subject: Re: Booster test (245k mpeg 1)
Date: 13 Mar 2003 04:11:53
Message: <3e704b59@news.povray.org>
"Kitsune_e" <kit### [at] hotmailcom> wrote:
> The animation looks very good, and I like the way your media looks.  There
> is one issue I can see though.  The thrusters fire in response to the
> spline.  This makes it seem that they are firing in response to the change
> in direction, not causing it.  It is fairly simple to fix though, just
pass
> the thrusters spline values shifted toward one.
> i.e.
>
> thrust_time = my_spline[clock]+.1

Well actually they fire according to the acceleration at a given point in
time, which is correct. There's no lag between the ship moving and the
thrusters firing, and there shouldn't be because as soon as a thruster fires
it imparts acceleration to the ship.

Though I may add a short warm up period before they fire, so it seems less
like they can just switch on and off instantly.

--
Tek
http://www.evilsuperbrain.com


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From: Tek
Subject: Re: Booster test (245k mpeg 1)
Date: 13 Mar 2003 04:14:29
Message: <3e704bf5@news.povray.org>
"Aaron" <aar### [at] ihugconz> wrote:
> Teleportation through worm holes generated by the ship?
> I hope its not completely random and the "universe" is pretty well mapped
or
> you might run into something completely unexpected...  :)


Well I'm going to have one of those lovely sci-fi justifications for using
artistic license. In this case I'll say it teleports you to locations with
similar gravity, or something, so you never end up in deep space or inside a
star! Of course that's just an excuse for me to teleport it ot lots of
interesting locations :)

--
Tek
http://www.evilsuperbrain.com


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From: Tek
Subject: Re: Booster test (245k mpeg 1)
Date: 13 Mar 2003 04:16:29
Message: <3e704c6d@news.povray.org>
"Aaron" <aar### [at] ihugconz> wrote in message:
> Shouldn't be too hard to list what event happens at what frame/s and
insert
> the sound at that frame/s.

Yeah, I was thinking of resorting to just noting down all the timings then
sequencing the sounds in a music program to produce a file I could attach to
the video. But I was kind of hoping there was an easier way...

--
Tek
http://www.evilsuperbrain.com


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From: Aaron
Subject: Re: Booster test (245k mpeg 1)
Date: 13 Mar 2003 05:22:52
Message: <3e705bfc@news.povray.org>
Hmm I never do POV anims.  But surely an output to a text file could be
through the script?

> Yeah, I was thinking of resorting to just noting down all the timings then
> sequencing the sounds in a music program to produce a file I could attach
to
> the video. But I was kind of hoping there was an easier way...



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From: Tom Galvin
Subject: Re: Booster test (245k mpeg 1)
Date: 13 Mar 2003 11:43:25
Message: <Xns933D773554FD0tomatimporg@204.213.191.226>
"Tek" <tek### [at] evilsuperbraincom> wrote in news:3e6f5ecc$1@news.povray.org:

> For that matter, has anyone got any tips on how to add general sound
> effects to an animation?
> 

I use http://audacity.sourceforge.net/ to create soundtracks. It is a very 
nice cross platform, open source, multi track, sound/music editor.  Then I 
just point my encoder http://www.tmpgenc.net/ to the wave file and the 
series of PNG files created by POV-Ray.


Tom


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From: Tek
Subject: Re: Booster test (245k mpeg 1)
Date: 13 Mar 2003 12:57:44
Message: <3e70c698@news.povray.org>
"Aaron" <aar### [at] ihugconz> wrote in message
news:3e705bfc@news.povray.org...
> Hmm I never do POV anims.  But surely an output to a text file could be
> through the script?

Hmm... that's a good idea.
In fact it should be possible to use such a file to produce the sound track,
though that would need some programming and I don't have time for it before
the deadline. But in any case I can get pov to output a file that I can then
work from by hand.

--
Tek
http://www.evilsuperbrain.com


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From: Tek
Subject: Re: Booster test (245k mpeg 1)
Date: 13 Mar 2003 13:00:19
Message: <3e70c733@news.povray.org>
"Tom Galvin" <tom### [at] imporg> wrote:
> I use http://audacity.sourceforge.net/ to create soundtracks. It is a very
> nice cross platform, open source, multi track, sound/music editor.  Then I
> just point my encoder http://www.tmpgenc.net/ to the wave file and the
> series of PNG files created by POV-Ray.

That looks really useful, thanks!
I'll download it tonight :)

--
Tek
http://www.evilsuperbrain.com


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From: John D  Gwinner
Subject: Re: Booster test (245k mpeg 1)
Date: 23 Mar 2003 16:48:05
Message: <3e7e2b95$1@news.povray.org>
I love the hull detail.

The boosters look nice, although I'm not quite 'sure' that the ship motion
is proper given the booster firing, but I think that's because the motion is
so complicated.  If I watch one booster (i.e. the front) it looks perfect.
I take it from your description it's correct.

Some of the boosters seem to 'overlap' (the side / wing boosters) some which
would impact a net upward motion, and the tail booster is going too, but I
assume the camera is locked on the center of the ship.  Maybe if there were
starts / something to gauge movement against it would be more obvious.

Anyway, nits, again I just love the hull detail.  They seem to be different
plates.  How did you do it?

     == John ==


"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3e6e6c04@news.povray.org...
> This is an animated version of the still I posted on p.b.i


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From: Tekno Frannansa
Subject: Re: Booster test (245k mpeg 1)
Date: 24 Mar 2003 13:37:22
Message: <3e7f5062@news.povray.org>
The ship motion is right apart from the amount of thrust and the size of the
boosters. i.e. boosters light up according to their position and direction
only. The way I see it that's accurate enough to fool most people.

The camera isn't moving, the ship is rotating on the spot in zero-G. It's a
very unusual movement so that's why it's so hard to figure out what's
happening! :) The ship should gain a net motion when the rear boosters fire
because of how much bigger they are, but like I said above I don't model
that.

The plates that make the hull use a normal map, like the one I used on my
winter entry to the irtc. I've improved it a little since then, but for this
animation I actually don't use a normal map. That sounds like a
contradiction, but bear with me: I render the ships texture to a seperate
image, with all the panel bumps, dirt, colour, logos, and windows on it. So
when you map that texture on it looks lumpy, even though it's flat and
doesn't have a normal map! This makes it render much faster than a normal
map, which is in turn much faster than actually modelling the panels.

But in answer to your question: the panels are based loosely on a normal map
that's kind of like this: normal { cells }. I've modified and scaled it, but
that's the basic effect.

--
Tek
http://www.evilsuperbrain.com


"John D. Gwinner" <joh### [at] cornelledu> wrote in message
news:3e7e2b95$1@news.povray.org...
> I love the hull detail.
>
> The boosters look nice, although I'm not quite 'sure' that the ship motion
> is proper given the booster firing, but I think that's because the motion
is
> so complicated.  If I watch one booster (i.e. the front) it looks perfect.
> I take it from your description it's correct.
>
> Some of the boosters seem to 'overlap' (the side / wing boosters) some
which
> would impact a net upward motion, and the tail booster is going too, but I
> assume the camera is locked on the center of the ship.  Maybe if there
were
> starts / something to gauge movement against it would be more obvious.
>
> Anyway, nits, again I just love the hull detail.  They seem to be
different
> plates.  How did you do it?
>
>      == John ==
>
>
> "Tek" <tek### [at] evilsuperbraincom> wrote in message
> news:3e6e6c04@news.povray.org...
> > This is an animated version of the still I posted on p.b.i
>
>


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