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From: Chris Johnson
Subject: Robot animation (WIP)
Date: 17 Jul 2003 19:24:22
Message: <3f173026@news.povray.org>
Quick test animation of a robot model I'm working on. The model is entirely
primatives and CSG, apart from the flexible pipes, which are controlled by a
macro.

Its quite similar, in content at least, to my last big post here, quite a
while back, of this robot:

http://www.chris-j.co.uk/arm.html

My next aim (after finishing off the modelling) is to get a nice welding
effect - showers of sparks etc, from the end of the arm. Any ideas on how to
do this? Megapov's glows look promising, though I'd prefer to keep things in
the official v3.5.


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Attachments:
Download 'kawazx.mpg' (461 KB)

From: Davey B
Subject: Re: Robot animation (WIP)
Date: 18 Jul 2003 04:02:50
Message: <3f17a9aa@news.povray.org>
Hi there

Nice work, looks very realistic :)

I do remember an animation from a long time ago where a name/word was burnt
into a piece of metal with showers of sparks coming off.  This could be the
effect you are looking for. Can anyone find the post/author?

Dave


"Chris Johnson" <chr### [at] chris-jcouk> wrote in message
news:3f173026@news.povray.org...
> Quick test animation of a robot model I'm working on. The model is
entirely
> primatives and CSG, apart from the flexible pipes, which are controlled by
a
> macro.
>
> Its quite similar, in content at least, to my last big post here, quite a
> while back, of this robot:
>
> http://www.chris-j.co.uk/arm.html
>
> My next aim (after finishing off the modelling) is to get a nice welding
> effect - showers of sparks etc, from the end of the arm. Any ideas on how
to
> do this? Megapov's glows look promising, though I'd prefer to keep things
in
> the official v3.5.
>
>
>


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From: Davey B
Subject: Re: Robot animation (WIP)
Date: 18 Jul 2003 04:08:50
Message: <3f17ab12$1@news.povray.org>
OK after just two minutes of searching (/me blushes)

http://news.povray.org/povray.binaries.animations/23452/

hope that helps

Dave


"Davey B" <kryten@*remove*totalise.co.uk> wrote in message
news:3f17a9aa@news.povray.org...
> Hi there
>
> Nice work, looks very realistic :)
>
> I do remember an animation from a long time ago where a name/word was
burnt
> into a piece of metal with showers of sparks coming off.  This could be
the
> effect you are looking for. Can anyone find the post/author?
>
> Dave
>
>
> "Chris Johnson" <chr### [at] chris-jcouk> wrote in message
> news:3f173026@news.povray.org...
> > Quick test animation of a robot model I'm working on. The model is
> entirely
> > primatives and CSG, apart from the flexible pipes, which are controlled
by
> a
> > macro.
> >
> > Its quite similar, in content at least, to my last big post here, quite
a
> > while back, of this robot:
> >
> > http://www.chris-j.co.uk/arm.html
> >
> > My next aim (after finishing off the modelling) is to get a nice welding
> > effect - showers of sparks etc, from the end of the arm. Any ideas on
how
> to
> > do this? Megapov's glows look promising, though I'd prefer to keep
things
> in
> > the official v3.5.
> >
> >
> >
>
>


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From: Rick [Kitty5]
Subject: Re: Robot animation (WIP)
Date: 18 Jul 2003 06:40:22
Message: <3f17ce96@news.povray.org>
Chris Johnson wrote:
> Quick test animation of a robot model I'm working on. The model is
> entirely primatives and CSG, apart from the flexible pipes, which are
> controlled by a macro.

Wonderfully detailed model, nice work

-- 
Rick

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

PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA


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From: Chris Johnson
Subject: Re: Robot animation (WIP)
Date: 18 Jul 2003 09:26:36
Message: <3f17f58c$1@news.povray.org>
-[hope that helps]-
Excellent - the effect is very close to what I was looking for.

Also, the fact that a particle system is not included in the source forces
me to write my own... something I've been meaning to do for a long while.
One idea I had relating to this was to use the trace macro to look for
objects which the particles might bounce off, rather than having to define a
single 'floor' plane for the particle interactions.


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From: mcavoys
Subject: Re: Robot animation (WIP)
Date: 18 Jul 2003 11:20:38
Message: <3f181040.65170129@news.povray.org>
Excellent piece of work. It looks real.


Regards
        Stephen


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From: Rune
Subject: Re: Robot animation (WIP)
Date: 20 Jul 2003 09:31:46
Message: <3f1a99c2@news.povray.org>
Chris Johnson wrote:
> -[hope that helps]-
> Excellent - the effect is very close to what I was looking for.
>
> Also, the fact that a particle system is not included in the source
> forces me to write my own... something I've been meaning to do for a
> long while.

Or - you could use mine if you want to save time... ;)
(It also has trace support for object.)
http://www.runevision.com/3d/include/particles/

But of course there's nothing like doing everything yourself... ;)

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated Oct 19)
POV-Ray Ring: http://webring.povray.co.uk


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From: Chris Johnson
Subject: Re: Robot animation (WIP)
Date: 20 Jul 2003 14:11:54
Message: <3f1adb6a$1@news.povray.org>
-[Or - you could use mine if you want to save time...]-
True. In fact, Florian Brucker suggested exactly that in an e-mail. As you
say, though, much more instructive to do it myself...

Regards,

Chris


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From: Chris Johnson
Subject: Re: Robot animation (WIP)
Date: 21 Jul 2003 19:41:24
Message: <3f1c7a24@news.povray.org>
Perhaps this isn't the place to be asking this - though it is related to the
post.

I've got my (at the moment fairly basic) particle system up and running and
I'd like to generate particles at the end of the arm. However, the arm
movement at the moment is forward kinematics - i.e. the general structure is

#macro ArmPart2(angle 2, angle3...)
// Modelling here
object (ArmPart3(angle3...) rotate y*angle2 translate <5,4,-20>)
#end

#macro Robot(angle1, angle 2, angle3...)
// Modelling here
object (ArmPart1(angle2, angle3...) rotate x*angle1 translate <0,35,2>)
#end

with similar definitions for ArmPart2, ArmPart3 etc, and the robot being
placed by a single call to Robot(...). The position in global coordinates of
the end of the arm doesn't seem to be very easy to get at. At the moment,
I'm finding the position with a long formula with lots of embedded
vrotate(...) functions, but this hardly seems the most elegant solution.

The way I would usually place things at the exact end of the arm is to place
them in the macro that defines the very end part of the arm. However, this
isn't possible in this case, as the particles have to move realistically
relative to the global coordinate system, not relative to the end part of
the arm.

Anyone got any suggestions as to a better way than a very long equation?

Regards,

-Chris


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From: Tim Nikias v2 0
Subject: Re: Robot animation (WIP)
Date: 21 Jul 2003 19:58:03
Message: <3f1c7e0b@news.povray.org>
Well, dependant on how accurate you want it, you
could try this:
declare a small sphere, positioned exactly like the
"fingertip" of the robotarm. Then, do the same
transformations with it.

In effect, this should position the declared sphere
exactly at the same tip as the arm where you want
the particles to come from.
Now, you use min_extent and max_extent to get
the boundary box of the sphere, and since the sphere
is completely round, you should get a box with
equal sides. Calculate the center of the boundary
box ( done like this: (min+max)/2 ) and use that as
position where particle enter the world.

This more or less tracks the arm, instead of you
doing all the calculations.

Aside of that, you're way is probably the only other
possiblity out there, as far as I can tell.

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights

> Perhaps this isn't the place to be asking this - though it is related to
the
> post.
>
> I've got my (at the moment fairly basic) particle system up and running
and
> I'd like to generate particles at the end of the arm. However, the arm
> movement at the moment is forward kinematics - i.e. the general structure
is
>
> #macro ArmPart2(angle 2, angle3...)
> // Modelling here
> object (ArmPart3(angle3...) rotate y*angle2 translate <5,4,-20>)
> #end
>
> #macro Robot(angle1, angle 2, angle3...)
> // Modelling here
> object (ArmPart1(angle2, angle3...) rotate x*angle1 translate <0,35,2>)
> #end
>
> with similar definitions for ArmPart2, ArmPart3 etc, and the robot being
> placed by a single call to Robot(...). The position in global coordinates
of
> the end of the arm doesn't seem to be very easy to get at. At the moment,
> I'm finding the position with a long formula with lots of embedded
> vrotate(...) functions, but this hardly seems the most elegant solution.
>
> The way I would usually place things at the exact end of the arm is to
place
> them in the macro that defines the very end part of the arm. However, this
> isn't possible in this case, as the particles have to move realistically
> relative to the global coordinate system, not relative to the end part of
> the arm.
>
> Anyone got any suggestions as to a better way than a very long equation?
>
> Regards,
>
> -Chris
>
>


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