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From: Carl Hoff
Subject: My first posted animation...
Date: 4 Mar 2004 11:14:57
Message: <40475601@news.povray.org>
I hope this is small enough to fit.  I have a question about object
patterns that is related to this over in the newusers area.  I still
need to add the permanent white lines on the trail that are fixed
in space and the flashing white spokes in the tires but it's looking
better then I expected at this stage.  Comments, tips, suggestions
are all welcome.  I've still got so much to learn...

I hope you enjoy...
Carl

p.s. I had to cut this back to 63 colors to get it to fit.  My 127
color version at 770,071 bytes came back saying it was too
big.


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Attachments:
Download 'Animation4.gif' (373 KB)

Preview of image 'Animation4.gif'
Animation4.gif


 

From: stephen parkinson
Subject: Re: My first posted animation...
Date: 4 Mar 2004 12:59:41
Message: <40476e8d$1@news.povray.org>
Carl Hoff wrote:
> I hope this is small enough to fit.  I have a question about object
> patterns that is related to this over in the newusers area.  I still
> need to add the permanent white lines on the trail that are fixed
> in space and the flashing white spokes in the tires but it's looking
> better then I expected at this stage.  Comments, tips, suggestions
> are all welcome.  I've still got so much to learn...
> 
> I hope you enjoy...
> Carl
> 
> p.s. I had to cut this back to 63 colors to get it to fit.  My 127
> color version at 770,071 bytes came back saying it was too
> big.
> 
> 
> 
> 
to enable accurate detailing, as i watch it, the car seems to from start 
do , a right turn, a left turn, a second left turn and then ends with 
space/ displacement in the loop

just prior to the right turn, the tail effect seems to fragment
after the first left, i see a triangular shaped shadow, which i 
undersand, on the second left turn there appears  a darker red triangle
which i dont follow, unless you have another light source that causes it

anyway i could leave it running in lieu of a screen saver, been watching 
for 10mins do :-)

wish i knew more

stephen


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From: Carl Hoff
Subject: Re: My first posted animation...
Date: 4 Mar 2004 13:35:20
Message: <404776e8@news.povray.org>
> to enable accurate detailing, as i watch it, the car seems to from
> start do , a right turn, a left turn, a second left turn and then ends
> with space/ displacement in the loop

Yes... its just a 4 second animation looped.  This is still very much
a work in progress.  There is a higher quality one posted here:

http://www.tron-sector.com/forums/default.aspx?do=top&id=274417

along with some more info.

> just prior to the right turn, the tail effect seems to fragment
> after the first left, i see a triangular shaped shadow, which i
> undersand, on the second left turn there appears  a darker
> red triangle which i dont follow, unless you have another
> light source that causes it

Yes... there are a total of 4 light sources in this scene.

light_source {<4000,6000,-6000> White}
light_source {<-60000,30000,10000> 0.5*White}
light_source {<-5000,9000,-6000> 0.7*White}
light_source {<-60000,70000,-15000> 0.3*White}

In the link above I talk about game grid units.
1 game grid unit = 100 POV-Ray units.

The grid itself is this:

  #declare Foo = function
{min(abs(x)-int(abs(x)),abs(z)-int(abs(z)),1-(abs(x)-int(abs(x))),1-(abs(z)-
int(abs(z))))}

  #declare grid = plane {y, 0
    pigment {
      function { Foo(x, y, z) }
      color_map {
        [0 color White]
        [0.01 color White]
        [0.02 rgb <0, 0.05, 0>]
        [0.98 rgb <0,0.05, 0>]
        [0.99 color White]
        [1 color White]
      }
    scale 500
    }
    normal { bumps 0.01 scale 30 }
    finish {
      ambient .1
      diffuse .5
      reflection .55
      specular 1
      phong 1
    }
  }

> anyway i could leave it running in lieu of a screen saver, been
> watching for 10mins do :-)

Thanks... I can do better.  I'm still trying to add the lines to the
tail.  Check out what I tried to do over in the newusers area and
let me know if you have any ideas.

> wish i knew more

Did I answer all your questions?
Carl


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From: Tek
Subject: Re: My first posted animation...
Date: 5 Mar 2004 04:09:36
Message: <404843d0$1@news.povray.org>
"stephen parkinson" <ste### [at] zmemw16demoncouk> wrote in message
news:40476e8d$1@news.povray.org...
> to enable accurate detailing, as i watch it, the car seems to from start

Car?!
Can it be there's someone in the universe who has not seen Tron?

Animation looks pretty good but I suggest posting mpegs so you can show us
longer smoother animations without needing a massive file size.

Also, I'm not certain, but didn't the bikes in the movie have a little more
animation when they cornered (I thought they leant slightly before turning)? I
don't have my DVD to hand so I can't check.

The tail looks nice, it's one of my pet hates about the game Tron 2.0 is they
used a crappy little texture for that so it looked totally wrong close up, but
yours looks nice :)

-- 
Tek
www.evilsuperbrain.com


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From: Carl Hoff
Subject: Re: My first posted animation...
Date: 5 Mar 2004 09:50:31
Message: <404893b7@news.povray.org>
> Animation looks pretty good but I suggest posting mpegs so you
> can show us longer smoother animations without needing a massive
> file size.

I just got Animation Shop 3 and I'm still learning the ropes.  When
I get serious with multiple bikes and moving camera I'll do my best to
make it a nice mpeg.  This was just a test of the leading trail effect to
see if it worked or not and I liked it enough I wanted to share.

> Also, I'm not certain, but didn't the bikes in the movie have a little
> more animation when they cornered (I thought they leant slightly
> before turning)?

Off the game grid where they don't leave the light trails and aren't
making 90 degree turns, they do lean into the the turns but I'm
almost certain they don't on the game grid.  If they were to lean,
how would you match the light trail up with the rear tire?

There are some Light Cycle games out there that do have a leaning
effect in them though.  That may be what you are thinking of.

There are two other effects I've left out of this one.  In the movie
they simulated the wheels rotating by having a spoke in each wheel
that was fixed in place but flashed on/off from one frame to the next.
White lines that were fixed in place where also added to the trail
as it grew to help give that sence of motion.  I've now got both of
these effects added in the latest test I just posted here:

http://www.tron-sector.com/forums/default.aspx?do=top&id=274417

> don't have my DVD to hand so I can't check.

I'll dig mine out too but I'm pretty sure there is no leaning on the
game grid.

> The tail looks nice, it's one of my pet hates about the game
> Tron 2.0 is they used a crappy little texture for that so it looked
> totally wrong close up, but  yours looks nice :)

Thanks.  Mine is made using a spherical texture pattern centered
of the center of the rear wheel.  I wasn't sure how to make the
effect perfectly vertical like in the movie and have it continue
around the corners and look right.  Besides I sort of like them
better this way.  Call it a little artistic license.  One problem with
this effect though is if the bike ever traveled close enough to it's
own trail it with 'light up' the part of the trail that its traveling
next to in addition to the part that follows it.  I'm applying this
spherical texture pattern to the whole object and the light trail
for any one bike is just one big object.  Anyone have any
suggestions as to the best way to fix that and allow a bike to
travel close to its own trail.  I could break the animation up
and start it again with each bike having "old trail" and "new
trail" objects but my gut tells me there is a better solution then
that that wouldn't require me to manually piece together
different segments of the animation.  The solution just hasn't
hit me yet.

Thanks,
Carl


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From: Rafal 'Raf256' Maj
Subject: Re: My first posted animation...
Date: 5 Mar 2004 11:41:19
Message: <Xns94A3B3DC37FFFraf256com@203.29.75.35>
hof### [at] wtnet news:40475601@news.povray.org

> p.s. I had to cut this back to 63 colors to get it to fit.  My 127
> color version at 770,071 bytes came back saying it was too
> big.

Oh my god. GIF's are bad, bad! realy *bad* formats for animations.

USe always mpeg-1/mpeg-2 instead.

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Tom Galvin
Subject: Re: My first posted animation...
Date: 5 Mar 2004 23:40:08
Message: <Xns94A3F0C49E121tomatimporg@203.29.75.35>
"Carl Hoff" <hof### [at] wtnet> wrote in news:404893b7@news.povray.org:

>> Animation looks pretty good but I suggest posting mpegs so you
>> can show us longer smoother animations without needing a massive
>> file size.
> 
> I just got Animation Shop 3 and I'm still learning the ropes.  

Animation Shop 3 is nice for post processing frames, but for mpeg 
encoding I find tmpegenc hard to beat.  I also use the plug-in 
posted in the p.b.u newsgroup to allow it to work with PNG files 
directly instead of BMP files.  It saves a lot of disk space.


http://www.tmpgenc.net/e_main.html
http://news.povray.org/povray.binaries.utilities/thread/%3C3a82f26c%40news.povray.org%3E/?ttop=184074&toff=100
-- 
Tom
_________________________________
The Internet Movie Project
http://www.imp.org/


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From: Tek
Subject: Re: My first posted animation...
Date: 5 Mar 2004 23:46:36
Message: <404957ac$1@news.povray.org>
I second that, Tmpgenc is awesome!

-- 
Tek
www.evilsuperbrain.com

"Tom Galvin" <tom### [at] imporg> wrote in message
news:Xns94A3F0C49E121tomatimporg@203.29.75.35...
> "Carl Hoff" <hof### [at] wtnet> wrote in news:404893b7@news.povray.org:
>
> >> Animation looks pretty good but I suggest posting mpegs so you
> >> can show us longer smoother animations without needing a massive
> >> file size.
> >
> > I just got Animation Shop 3 and I'm still learning the ropes.
>
> Animation Shop 3 is nice for post processing frames, but for mpeg
> encoding I find tmpegenc hard to beat.  I also use the plug-in
> posted in the p.b.u newsgroup to allow it to work with PNG files
> directly instead of BMP files.  It saves a lot of disk space.
>
>
> http://www.tmpgenc.net/e_main.html
>
http://news.povray.org/povray.binaries.utilities/thread/%3C3a82f26c%40news.povray.org%3E/?ttop=184074&toff=100
> -- 
> Tom
> _________________________________
> The Internet Movie Project
> http://www.imp.org/


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From: Tek
Subject: Re: My first posted animation...
Date: 6 Mar 2004 00:18:04
Message: <40495f0c$1@news.povray.org>
> Off the game grid where they don't leave the light trails and aren't
> making 90 degree turns, they do lean into the the turns but I'm
> almost certain they don't on the game grid.  If they were to lean,
> how would you match the light trail up with the rear tire?

Yeah, you're probably right. It was just a feeling I had.

> Thanks.  Mine is made using a spherical texture pattern centered
> of the center of the rear wheel.  I wasn't sure how to make the
> effect perfectly vertical like in the movie and have it continue
> around the corners and look right.  Besides I sort of like them
> better this way.  Call it a little artistic license.  One problem with
> this effect though is if the bike ever traveled close enough to it's
> own trail it with 'light up' the part of the trail that its traveling
> next to in addition to the part that follows it.  I'm applying this
> spherical texture pattern to the whole object and the light trail
> for any one bike is just one big object.  Anyone have any
> suggestions as to the best way to fix that and allow a bike to
> travel close to its own trail.

Perhaps you could use uv_mapping on your texture, so it gets applied
2-dimensionally to the surface of the trail, instead of 3-dimensionally.

-- 
Tek
www.evilsuperbrain.com


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From: Dan P
Subject: Re: My first posted animation...
Date: 6 Mar 2004 18:45:32
Message: <404a629c$1@news.povray.org>
"Carl Hoff" <hof### [at] wtnet> wrote in message news:40475601@news.povray.org...
> I hope this is small enough to fit.  I have a question about object
> patterns that is related to this over in the newusers area.  I still
> need to add the permanent white lines on the trail that are fixed
> in space and the flashing white spokes in the tires but it's looking
> better then I expected at this stage.  Comments, tips, suggestions
> are all welcome.  I've still got so much to learn...
>
> I hope you enjoy...
> Carl
>
> p.s. I had to cut this back to 63 colors to get it to fit.  My 127
> color version at 770,071 bytes came back saying it was too
> big.

I liked it -- I would like to see a smooth MPEG-1 version though ;-)
Also, as I remember in the movie, the light trails did not reflect. If you
could make the light trails non-reflective, a bit more ambient, and even
glow just a bit using atmospheric effects, it would be even better. Also,
less reflective on the floor less of the "normal" amount would make it look
a little better too. It's a little too watery and detracts from the bike
itself.. The walls around the arena also need textures and a few more bikes
would finish it off -- plus a switch in camera angles, sound -- this has
gotta be a fun one to work on, I'm gettin' excited just imagining it! Maybe
just a bit of tilt to the camera down would also enhance the animation.

In response to the thing about leaning, there are some scenes in there
showing the drivers leaning over to make the turns. It just happens really
fast. The bike must be just thin enough to navigate a sharp corner within
two walls.


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