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From: Tek
Subject: Booster test (245k mpeg 1)
Date: 11 Mar 2003 18:06:44
Message: <3e6e6c04@news.povray.org>
This is an animated version of the still I posted on p.b.i

Basically I've come up with a fairly simplistic way of lighting up the boosters
on this rocket ship according to the acceleration and angular acceleration it's
experiencing. The physics is a bit unrealistic, because it's inverse kinematics
it's quite possible for the ship to move in a direction where it has no boosters
to propel it. Also at present it pays no attention to the size and number of
boosters.

In this test I have a simple spline that I use to set the rotation of the ship
object, then I run a few calculations to approximate the angular acceleration. I
dot product this with the angular thrust vector for each booster (just the cross
product of the booster direction and position relative to the centre of mass).
I'm probably getting way too technical here :) but anyway the result is a value
telling me how much to light up the booster.

The next stage will be to insert this into a full scene, then eventually I'll
have an irtc entry!

Comments, criticisms, and suggestions are greatly appreciated.

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


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Attachments:
Download 'boostertest.m1v.mpg' (246 KB)

From: Renderdog
Subject: Re: Booster test (245k mpeg 1)
Date: 12 Mar 2003 09:30:05
Message: <web.3e6f433a6a92b86c7ba9929f0@news.povray.org>
Awesome! Even better than the still, which is a rare feat. The thruster
fades look really good. Sounds like you did a good amount of work on the
inverse kinematic thruster logic, and it works well in this short clip.

I notice the white circle-windows have a different finish and seem to light
up a bit more than the surface, which is a nice effect, but they're dark
when not lit.

Do you have an idea of how this vehicle will be used in an IRTC entry? It
would be nice to see it in a three dimensional environment, such as a city
or a huge space station, so we can see it manuever around obstacles and
show interesting lighting effects.

A rather sad thought/idea: the craft approaches and lands in an alien city
with buildings like beautiful flowers, which wither and brown as the
nuclear thrusters brush them. I'm sure that would only take a year or two
to render!


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From: Andrew Cocker
Subject: Re: Booster test (245k mpeg 1)
Date: 12 Mar 2003 09:54:26
Message: <3e6f4a22$1@news.povray.org>
Looks really good, and would be all the more impressive with thruster sound effects.
The ship
looks to be out of control though :-)

Andy Cocker

"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
>
> Basically I've come up with a fairly simplistic way of lighting up the boosters
> on this rocket ship according to the acceleration and angular acceleration it's
> experiencing. The physics is a bit unrealistic, because it's inverse kinematics
> it's quite possible for the ship to move in a direction where it has no boosters
> to propel it. Also at present it pays no attention to the size and number of
> boosters.
>
> In this test I have a simple spline that I use to set the rotation of the ship
> object, then I run a few calculations to approximate the angular acceleration. I
> dot product this with the angular thrust vector for each booster (just the cross
> product of the booster direction and position relative to the centre of mass).
> I'm probably getting way too technical here :) but anyway the result is a value
> telling me how much to light up the booster.
>
> The next stage will be to insert this into a full scene, then eventually I'll
> have an irtc entry!
>
> Comments, criticisms, and suggestions are greatly appreciated.
>
> --
> Tek
> http://www.evilsuperbrain.com
>
>
>
>


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From: Tek
Subject: Re: Booster test (245k mpeg 1)
Date: 12 Mar 2003 11:16:08
Message: <3e6f5d48$1@news.povray.org>
"Renderdog" <slo### [at] hiwaaynet> wrote:
> Awesome! Even better than the still, which is a rare feat. The thruster
> fades look really good. Sounds like you did a good amount of work on the
> inverse kinematic thruster logic, and it works well in this short clip.

Thank you :)

> I notice the white circle-windows have a different finish and seem to
light
> up a bit more than the surface, which is a nice effect, but they're dark
> when not lit.

Well, they actually don't have a different finish :) They're going to need
one if they're ever to look right, so I'll add it soon.

> Do you have an idea of how this vehicle will be used in an IRTC entry? It
> would be nice to see it in a three dimensional environment, such as a city
> or a huge space station, so we can see it manuever around obstacles and
> show interesting lighting effects.

Check out my earlier post to this group. Subject: "Teleportation, IRTC wip".
I also have an animation of that early version of the ship dodging an
asteroid, but you'll have to wait until the final irtc entry to see that :)

> A rather sad thought/idea: the craft approaches and lands in an alien city
> with buildings like beautiful flowers, which wither and brown as the
> nuclear thrusters brush them. I'm sure that would only take a year or two
> to render!

Well the thrusters aren't the focus of the animation, they're a subtlety.
The main subject is the ship's other engine, a teleportation drive that
repeatedly jumps the craft to random points in the universe, until it gets
near enough to it's intended destination to switch to it's thrusters.

Thanks for the comments! :)
--
Tek
http://www.evilsuperbrain.com


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From: Tek
Subject: Re: Booster test (245k mpeg 1)
Date: 12 Mar 2003 11:22:36
Message: <3e6f5ecc$1@news.povray.org>
"Andrew Cocker" <mai### [at] andrewcockercouk> wrote in message
news:3e6f4a22$1@news.povray.org...
> Looks really good, and would be all the more impressive with thruster
sound effects.

That would be good. Any idea how I can play a sound effect in response to
something happening in povray?

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

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


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From: Rick [Kitty5]
Subject: Re: Booster test (245k mpeg 1)
Date: 12 Mar 2003 13:06:20
Message: <3e6f771c$1@news.povray.org>
Tek wrote:
> This is an animated version of the still I posted on p.b.i

Looks great, now you just need some swirling stars in the BG and it will be
spot on, oh and blue lasers beams (vintage sci-fi style).... zap zap zap !
--
Rick

Kitty5 NewMedia http://Kitty5.co.uk
POV-Ray News & Resources http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037

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From: Kitsune e
Subject: Re: Booster test (245k mpeg 1)
Date: 12 Mar 2003 14:40:20
Message: <web.3e6f8cef6a92b86cc7e180360@news.povray.org>
Tek wrote:
>This is an animated version of the still I posted on p.b.i
>
>Basically I've come up with a fairly simplistic way of lighting up the boosters
>on this rocket ship according to the acceleration and angular acceleration it's
>experiencing. The physics is a bit unrealistic, because it's inverse kinematics
>it's quite possible for the ship to move in a direction where it has no boosters
>to propel it. Also at present it pays no attention to the size and number of
>boosters.
>
>In this test I have a simple spline that I use to set the rotation of the ship
>object, then I run a few calculations to approximate the angular acceleration. I
>dot product this with the angular thrust vector for each booster (just the cross
>product of the booster direction and position relative to the centre of mass).
>I'm probably getting way too technical here :) but anyway the result is a value
>telling me how much to light up the booster.
>
>The next stage will be to insert this into a full scene, then eventually I'll
>have an irtc entry!
>
>Comments, criticisms, and suggestions are greatly appreciated.
>
>--
>Tek
>http://www.evilsuperbrain.com
>

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


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From: Renderdog
Subject: Re: Booster test (245k mpeg 1)
Date: 12 Mar 2003 17:10:12
Message: <web.3e6faf476a92b86c7ba9929f0@news.povray.org>
Tek wrote:

>Check out my earlier post to this group. Subject: "Teleportation, IRTC wip".
>I also have an animation of that early version of the ship dodging an
>asteroid, but you'll have to wait until the final irtc entry to see that :)

The teleportation idea sounds great. Unfortunately I can't see DivX videos
(I'm on a Mac). I'm looking forward to seeing the IRTC entry.


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From: Aaron
Subject: Re: Booster test (245k mpeg 1)
Date: 12 Mar 2003 17:46:47
Message: <3e6fb8d7@news.povray.org>
> Well the thrusters aren't the focus of the animation, they're a subtlety.
> The main subject is the ship's other engine, a teleportation drive that
> repeatedly jumps the craft to random points in the universe, until it gets
> near enough to it's intended destination to switch to it's thrusters.

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...  :)





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From: Aaron
Subject: Re: Booster test (245k mpeg 1)
Date: 12 Mar 2003 17:55:28
Message: <3e6fbae0@news.povray.org>
> That would be good. Any idea how I can play a sound effect in response to
> something happening in povray?
>
> For that matter, has anyone got any tips on how to add general sound
effects
> to an animation?

Foley artist?  :)

Unless you know the timing of each even and can program that into your video
editing software?

Shouldn't be too hard to list what event happens at what frame/s and insert
the sound at that frame/s.


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