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This is just an experiment with coloured lights, reflection, rotation, etc.
I can't work out why the green light appears to be faster than the blue
light when they're both in alignment.
~Steve~
Post a reply to this message
Attachments:
Download '2rings3.m1v.mpg' (366 KB)
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"St." <dot### [at] dotcom> wrote:
> This is just an experiment with coloured lights, reflection, rotation, etc.
> I can't work out why the green light appears to be faster than the blue
> light when they're both in alignment.
>
> ~Steve~
Steve, what are you doing here? The base is stationary, the plinth is
rotating clockwise and the world is rotating counter clockwise. Argg! The
mushrooms are sprouting early this year :-)
camera back quite a bit and narrowing the field of view.
Stephen
Post a reply to this message
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"Stephen" <mcavoys_AT_aolDOT.com> wrote in message
news:web.45deaa28cac6833cf1cb1e660@news.povray.org...
> Steve, what are you doing here? The base is stationary, the plinth is
> rotating clockwise and the world is rotating counter clockwise. Argg! The
> mushrooms are sprouting early this year :-)
LOL! Well, I'm in the right location for them, but I don't drink tea!
8-)
>
> As for the lights. I think that it's the camera position. Try pulling the
> camera back quite a bit and narrowing the field of view.
Ok, I'll give that a try, and actually, that would be about the same
camera position and distance that I would want for my next animation, which
is going to be a merry-go-round or carousel. I'll use copies of the Poser
horse and doctor them up to look like proper carousel horses, but because I
want it (the carousel and horses) to spin authentically, how would I make a
horse do the up and down thing as it rotates?
(Anyone?)
~Steve~
>
>
> Stephen
>
>
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"St." <dot### [at] dotcom> wrote:
> "Stephen" <mcavoys_AT_aolDOT.com> wrote in message
> news:web.45deaa28cac6833cf1cb1e660@news.povray.org...
>
> > Steve, what are you doing here? The base is stationary, the plinth is
> > rotating clockwise and the world is rotating counter clockwise. Argg! The
> > mushrooms are sprouting early this year :-)
>
> LOL! Well, I'm in the right location for them, but I don't drink tea!
> 8-)
>
>
> >
> > As for the lights. I think that it's the camera position. Try pulling the
> > camera back quite a bit and narrowing the field of view.
>
> Ok, I'll give that a try, and actually, that would be about the same
> camera position and distance that I would want for my next animation, which
> is going to be a merry-go-round or carousel. I'll use copies of the Poser
> horse and doctor them up to look like proper carousel horses, but because I
> want it (the carousel and horses) to spin authentically, how would I make a
> horse do the up and down thing as it rotates?
>
> (Anyone?)
>
That was the second Animation I did in Pov. I used Window clip art turned
into height fields for the horsed. A ducky, a horsy a bunny etc. it was for
Stephen
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St. wrote:
> Ok, I'll give that a try, and actually, that would be about the same
> camera position and distance that I would want for my next animation, which
> is going to be a merry-go-round or carousel. I'll use copies of the Poser
> horse and doctor them up to look like proper carousel horses, but because I
> want it (the carousel and horses) to spin authentically, how would I make a
> horse do the up and down thing as it rotates?
>
> (Anyone?)
object {
horse
translate x*some_num
translate y*sin(clock*some_num2)*some_num3
rotate y*some_num4
}
...Chambers
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"Stephen" <mcavoys_AT_aolDOT.com> wrote in message
news:web.45df1582cac6833cf1cb1e660@news.povray.org...
> "St." <dot### [at] dotcom> wrote:
>> "Stephen" <mcavoys_AT_aolDOT.com> wrote in message
>> news:web.45deaa28cac6833cf1cb1e660@news.povray.org...
but because I
>> want it (the carousel and horses) to spin authentically, how would I make
>> a
>> horse do the up and down thing as it rotates?
>>
>> (Anyone?)
>>
>
> That was the second Animation I did in Pov. I used Window clip art turned
> into height fields for the horsed. A ducky, a horsy a bunny etc. it was
> for
> a friend's baby.
Cool! I'd love to see it some time.
> Use a sinusoidal displacement in the y axis
Ok, 'sinusoidal displacement' produced a fascinating 2 hours of Googling
with some great results (loads of PDF files there too), but, I do know what
you mean. ;)
~Steve~
>
> Stephen
>
>
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"Ben Chambers" <ben### [at] pacificwebguycom> wrote in message
news:45df497a@news.povray.org...
> St. wrote:
>> (Anyone?)
>
> object {
> horse
> translate x*some_num
> translate y*sin(clock*some_num2)*some_num3
> rotate y*some_num4
> }
And that's it? That'll make my horse go up and down whilst rotating? I
imagined some longer code... Thanks Ben, will give it a try when I'm fully
modeled-up for the scene.
~Steve~
>
> ...Chambers
>
>
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"St." <dot### [at] dotcom> wrote:
> "Ben Chambers" <ben### [at] pacificwebguycom> wrote in message
> > object {
> > horse
> > translate x*some_num
> > translate y*sin(clock*some_num2)*some_num3
> > rotate y*some_num4
> > }
>
>
> And that's it? That'll make my horse go up and down whilst rotating? I
> imagined some longer code... Thanks Ben, will give it a try when I'm fully
> modeled-up for the scene.
>
> ~Steve~
Actually no, that's not it. You need to multiply the last line (rotate
y*some_num4) by the clock too, to make the horse move in circles.
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On Fri, 23 Feb 2007 16:35:11 EST, "Grassblade" <nomail@nomail> wrote:
>"St." <dot### [at] dotcom> wrote:
>> "Ben Chambers" <ben### [at] pacificwebguycom> wrote in message
>> > object {
>> > horse
>> > translate x*some_num
>> > translate y*sin(clock*some_num2)*some_num3
>> > rotate y*some_num4
>> > }
>>
>>
>> And that's it? That'll make my horse go up and down whilst rotating? I
>> imagined some longer code... Thanks Ben, will give it a try when I'm fully
>> modeled-up for the scene.
>>
>> ~Steve~
>Actually no, that's not it. You need to multiply the last line (rotate
>y*some_num4) by the clock too, to make the horse move in circles.
>
It looked right when I came in last night from the pub :-)
Actually I was going to say to Steve that he does not need to render a full
circle. Because of the inherent symmetry of a carousel you just need to render a
fraction. If there are 12 horses in the outer row then 30 degrees is all you
need to do. The way I constructed mine was in sections by groups then the groups
were referenced. So it was the groups that rotated around the y axis and the
horses translated in the y axis.
Regards
Stephen
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On Fri, 23 Feb 2007 20:26:21 -0000, "St." <dot### [at] dotcom> wrote:
>
> Cool! I'd love to see it some time.
>
So would I but it was two laptops, eight years and several system crashes ago.
I probably have it on an Omega zip drive somewhere in storage but when I could
get to it I don't know :-(
My first animation was a Newton's cradle made out of Red Stripe bottles hanging
over Jamaica. I was working at Red Stripe in Kingston at the time. That's lost
too, more's the pity.
Regards
Stephen
Post a reply to this message
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