POV-Ray : Newsgroups : povray.binaries.animations : new system (divx 19k) Server Time
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  new system (divx 19k) (Message 1 to 8 of 8)  
From: Kitsune e
Subject: new system (divx 19k)
Date: 28 Apr 2003 20:20:56
Message: <3eadc568@news.povray.org>
I've taken some time, done some research, and download way too many files
over the past few days.  The bigest change so far is the system I use for
animating meshes.  My evaluation copy of milkshape expired, and I couldn't
reinstall and make it work, and so I had to search out another application
for creating animations.  I found two candidates: Blender3d and Art of
Illusion (AOI).

Blender it turns out has a very powerful and intuitive animation system...
Unfortunatly the rest of the interface goes out of its way to hide from the
user, and I have to go through a large number of steps to get content into
or out of Blender.

Art of Illusion is fairly new (one strike), and is writen in Java (two
strikes).  Luckily it is not terribly difficult to use, and has direct
Povray 3.5 export!  The animation system is functional (it even has some
neat features), but it doesn't feel fully finished.  It is difficult to
setup you bones correctly, and it is hard to control how the bones move.
Despite this though AOI seems to be my best option for the time being.

Anyway about the animation, the other night I was watching a movie, and in
one part their were glowing worms.  Like any good Povrayer I looked at them,
and said to myself "I can make those!"  And so I did.  The worm has media in
it, and has a media glow around it.  The animation has six keyframes, but no
interpolation as The only macro I have seen for mesh interpolation is only
good for mesh... not mesh2.


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Attachments:
Download 'glow_worm.avi.dat' (19 KB)

From: Alastair Murray
Subject: Re: new system (divx 19k)
Date: 29 Apr 2003 13:55:17
Message: <3eaebc85$1@news.povray.org>
My god, that is one tiny video.

And just out of curiosity, why is it a bad thing that's it's written in
Java?  Ok, so it may be slightly slower than natively compiled code in these
circumstances, but it's only the modeller - you're presumably using POV-Ray
as your renderer (which is where all the CPU time will be going).  If the
program does the job it's supposed to does it really matter what language it
was written in?  (And you presumably already have a JVM installed as you've
tried this out).

Sorry, apparantly I was in the mood for a rant.  :S  No offense intended or
anything...  And btw, yes, I do write programs in Java, as well as a few
other languages.

Anyway, I say again:  My god, that is one tiny Video.

Alastair Murray


"Kitsune_e" <kit### [at] hotmailcom> wrote in message
news:3eadc568@news.povray.org...
> I've taken some time, done some research, and download way too many files
> over the past few days.  The bigest change so far is the system I use for
> animating meshes.  My evaluation copy of milkshape expired, and I couldn't
> reinstall and make it work, and so I had to search out another application
> for creating animations.  I found two candidates: Blender3d and Art of
> Illusion (AOI).
>
> Blender it turns out has a very powerful and intuitive animation system...
> Unfortunatly the rest of the interface goes out of its way to hide from
the
> user, and I have to go through a large number of steps to get content into
> or out of Blender.
>
> Art of Illusion is fairly new (one strike), and is writen in Java (two
> strikes).  Luckily it is not terribly difficult to use, and has direct
> Povray 3.5 export!  The animation system is functional (it even has some
> neat features), but it doesn't feel fully finished.  It is difficult to
> setup you bones correctly, and it is hard to control how the bones move.
> Despite this though AOI seems to be my best option for the time being.
>
> Anyway about the animation, the other night I was watching a movie, and in
> one part their were glowing worms.  Like any good Povrayer I looked at
them,
> and said to myself "I can make those!"  And so I did.  The worm has media
in
> it, and has a media glow around it.  The animation has six keyframes, but
no
> interpolation as The only macro I have seen for mesh interpolation is only
> good for mesh... not mesh2.
>
>
>


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From: Kitsune e
Subject: Re: new system (divx 19k)
Date: 29 Apr 2003 14:25:05
Message: <web.3eaec30d79101c459a89ca810@news.povray.org>
Alastair Murray wrote:
>Just out of curiosity, why is it a bad thing that's it's written in
>Java?  Ok, so it may be slightly slower than natively compiled code in these
>circumstances, but it's only the modeller - you're presumably using POV-Ray
>as your renderer (which is where all the CPU time will be going).  If the
>program does the job it's supposed to does it really matter what language it
>was written in?  (And you presumably already have a JVM installed as you've
>tried this out).
>

Hehe, knew I would get someone with that little jab.  The reason why I would
rather have it in C then in Java are:

Most Java applets I have used on the internet are buggy.
C has a larger more diverse programming community.
Java bite-code runs slower then compiled code (which is bad when you need to
manipulate over 100,000 polygons, and a complex IK system).
JVM is a big download over dialup (luckily I already had it for mozilla).

luckily in this instance these drawbacks were all outweighed by the power,
speed, versitility, and usefulness of the program in question.  In the end
the language used dosn't really matter.  A bad coder can make slow leaky C
programs, or a good one can make programs like Wings3d and AOI.  It is the
skill the matters more then the tool used.  It is just that some languages
require more skill.


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From: Hugo Asm
Subject: Re: new system (divx 19k)
Date: 3 May 2003 12:20:36
Message: <3eb3ec54$1@news.povray.org>
Hi Kitsune,

> The only macro I have seen for mesh interpolation
> is only good for mesh... not mesh2.

I wrote my own the other day for mesh2. You can have it, but is it supposed
to do anything else than ... well, linear interpolate between two sets of
vertices? Anyway, it's not hard to change the line into a curve. But my code
works very simply. It assumes there are the same amount of vertices for both
keyframes, and the faces are connected in the same way. But I think this
will usually be the case?

Regards,
Hugo


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From: Kitsune e
Subject: Re: new system (divx 19k)
Date: 5 May 2003 22:55:03
Message: <web.3eb7235679101c45c6c719a90@news.povray.org>
Hugo Asm wrote:
>Hi Kitsune,
>
>> The only macro I have seen for mesh interpolation
>> is only good for mesh... not mesh2.
>
>I wrote my own the other day for mesh2. You can have it, but is it supposed
>to do anything else than ... well, linear interpolate between two sets of
>vertices? Anyway, it's not hard to change the line into a curve. But my code
>works very simply. It assumes there are the same amount of vertices for both
>keyframes, and the faces are connected in the same way. But I think this
>will usually be the case?
>
>Regards,
>Hugo
>

Yes! this is exactly what I need to do smooth animations in Povray.  I have
the compressed mesh macros, but I really needed mesh2 support thankyou!


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From: Hugo Asm
Subject: Re: new system (divx 19k)
Date: 7 May 2003 08:21:11
Message: <3eb8fa37@news.povray.org>
> Yes! this is exactly what I need to do smooth animations in Povray.
> I have the compressed mesh macros, but I really needed mesh2
> support thankyou!

I hope, I can help. I'll post the code in "povray.binaries.scene-files"
shortly. Let me know if you have any questions.

You need a mesh2 output from "Art of Illusion", and unfortunately it needs a
little manual work, to convert the data into a set of array's, needed for
the macro to work. You need to do this, each time you import a new mesh.
This is because Pov-Ray has limited capabilities to handle text input. I'm
thinking about discussing the issue with the POV-Team, but I guess they're
not easily convinced. Who knows, but I'll need them to make the C++ code.

Anyway, what you need to do, is simple. It just takes a minute. Please have
a look at the example files I'm going to provide with the macro. Besides, if
you need UV vectors on your model for texturing, this needs to be
implemented in the code. It's easy but I haven't done it yet.

Regards,
Hugo


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From: Kitsune e
Subject: Re: new system (divx 19k)
Date: 7 May 2003 19:14:54
Message: <3eb9936e@news.povray.org>
Hugo Asm <hua### [at] post3teledk> wrote in message
news:3eb8fa37@news.povray.org...
>
> I hope, I can help. I'll post the code in "povray.binaries.scene-files"
> shortly. Let me know if you have any questions.
>
> You need a mesh2 output from "Art of Illusion", and unfortunately it needs
a
> little manual work, to convert the data into a set of array's, needed for
> the macro to work. You need to do this, each time you import a new mesh.
> This is because Pov-Ray has limited capabilities to handle text input. I'm
> thinking about discussing the issue with the POV-Team, but I guess they're
> not easily convinced. Who knows, but I'll need them to make the C++ code.
>

This works very well!  The editing required to convert a mesh was very
simple.  The animation is just a mesh I had laying around from my earlier
tests.  This will be most helpful.  I am thiking about writing something to
automate the conversion proccess.  I think I can do it in SDL.  I'll also
fix the macro to handle UV coords.

Thank you for the help!


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Attachments:
Download 'bug.avi.dat' (137 KB)

From: Hugo Asm
Subject: Re: new system (divx 19k)
Date: 8 May 2003 06:26:28
Message: <3eba30d4@news.povray.org>
> This works very well!

Yes, it seems so. I'm glad I could help.

If you find a way to convert it with SDL please let me know. POV-Ray can
write any text file, but not read it. It follows very strict rules in terms
of formatting, when it tries to read a file for variables or strings.

It would be handy if POV could just read a given number of ascii characters
into a string. Then we could search the string for the information we need.
I suppose, this could be easily implemented in C++.

Please post more anims, when you have them.  ;o)

Regards,
Hugo


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