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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] dot com> 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 :-)
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.
Stephen
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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] dot com> 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
a friend’s baby. Use a sinusoidal displacement in the y axis
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] dot com> 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] pacificwebguy com> 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] dot com> wrote:
> "Ben Chambers" <ben### [at] pacificwebguy com> 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.
Post a reply to this message
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On Fri, 23 Feb 2007 16:35:11 EST, "Grassblade" <nomail@nomail> wrote:
>"St." <dot### [at] dot com> wrote:
>> "Ben Chambers" <ben### [at] pacificwebguy com> 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
Post a reply to this message
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On Fri, 23 Feb 2007 20:26:21 -0000, "St." <dot### [at] dot com> 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
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Hey, thanks for the help guys! Here's a quick sample of where I'm up to...
~Steve~
Post a reply to this message
Attachments:
Download '3_hoops.wmv.dat' (358 KB)
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"Stephen" <mcavoysATaolDOTcom@> wrote in message
news:to30u2572s1p7etdnk2fu3i9uqeq1vgacf@4ax.com...
> On Fri, 23 Feb 2007 20:26:21 -0000, "St." <dot### [at] dot com> 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 :-(
Never mind, I'm sure it was good. I think I've got to grips with how
the horse would rise and fall whilst rotating around Y now. See the attached
in my other post.
> 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.
Yeah, when I think of all the models that I lost on my old HD, I could
weep! <sniff>
~Steve~
>
> Regards
> Stephen
Post a reply to this message
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...And this is where I'm up to now.
This is the code that I finally came up with for this vid:
object{
Horse5 //Two seperate horses exported as one model from Wings
translate x*0
translate y*.45*sin(360*clock)
scale 2.45
rotate (y*clock*360)
}
How do I go about making another set of horses fall when the first set
rises?
~Steve~
Post a reply to this message
Attachments:
Download '2horses.wmv.dat' (568 KB)
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On Sat, 24 Feb 2007 20:53:09 -0000, "St." <dot### [at] dot com> wrote:
>...And this is where I'm up to now.
>
> This is the code that I finally came up with for this vid:
>
> object{
> Horse5 //Two seperate horses exported as one model from Wings
> translate x*0
> translate y*.45*sin(360*clock)
> scale 2.45
> rotate (y*clock*360)
> }
>
> How do I go about making another set of horses fall when the first set
>rises?
>
>
> ~Steve~
>
>
Use the same frequency but with a different phase.
// Untried
object{
HorseX //Two separate horses exported as one model from Wings
translate x*0
translate y*.45*sin((360*clock) +180)
scale 2.45
rotate (y*clock*360)
}
I would use one horse, declare it, then use it several times.
Regards
Stephen
Post a reply to this message
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St. wrote:
> ...And this is where I'm up to now.
>
> This is the code that I finally came up with for this vid:
>
> object{
> Horse5 //Two seperate horses exported as one model from Wings
> translate x*0
> translate y*.45*sin(360*clock)
> scale 2.45
> rotate (y*clock*360)
> }
>
> How do I go about making another set of horses fall when the first set
> rises?
Either add 90 degrees to the sin() like:
sin((360*clock) + 90)
or use cos(360*clock) (a cosine is a sine shifted by 90 degrees)
-Markus
(keeps fingers crossed that it isn't 180 degrees, his
trigonometry lessons being, like, so very 1985...)
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Ok, thanks Stephen and Markus for putting me on the right track! I now have
24 horses galavanting around my merry-go-round! :o)
So, to the next question; I want to add some lights to the scene, but I
want them to be flashing on and off throughout the animation. How do I do
this?
~Steve~
Post a reply to this message
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St. wrote:
> Ok, thanks Stephen and Markus for putting me on the right track! I now have
> 24 horses galavanting around my merry-go-round! :o)
>
> So, to the next question; I want to add some lights to the scene, but I
> want them to be flashing on and off throughout the animation. How do I do
> this?
I'm no POVer, but i guess after cross-reading
http://www.povray.org/documentation/view/3.6.1/308/
you'd simply use rgb <0.5 + (0.5 * sin(70*clock) ), 0.5 +
(0.5 * sin(70*clock) ), 0.5 + (0.5 * sin(70*clock) )> as the
light's color declaration, creating a "soft pulsing" light,
or alternatively something like
#if ( sin(70*clock) > 0.5 )
light_source {
<0, 0, 0>
color rgb<0,0,0>
translate <-30, 30, -30>
}
#else
light_source {
<0, 0, 0>
color rgb<1,1,1>
translate <-30, 30, -30>
}
#end
Not sure if that's the best way to do it, but it worked in
my first-ever POVray scene :)
It'll result in a lamp that's on/off half of the time. Of
course, you could just leave out the <0,0,0> lamp.
Flip the value above (from > 0.5 to < 0.5) for a second set
of lights that are on while the first set is off. Place them
around the upper rim of the carousel.
-M
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On Sun, 25 Feb 2007 21:35:41 -0000, "St." <dot### [at] dot com> wrote:
>
> So, to the next question; I want to add some lights to the scene, but I
>want them to be flashing on and off throughout the animation. How do I do
>this?
You could also use the switch directive. To start off with keep the debug
statement in. In fact it is good practice to use debug in animations especially
when scenes get complicated. Debug and concat are your friends :-).
#switch (clock)
#range(0,0.2)
#debug "Range A"
light_source {
<0, 0, 0> color rgb <1, 1, 1> // White light
translate <-30, 30, -30>
}
#break
#range(0.2,0.4)
#debug "Range B"
light_source {
<0, 0, 0> color rgb <1, 0,0> // Red light
translate <-30, 30, -30>
}
#break
#range(0.4,0.6)
#debug "Range C"
light_source {
<0, 0, 0> color rgb <0, 1,0> // Green light
translate <-30, 30, -30>
}
#break
#range(0.6,0.8)
#debug "Range D"
light_source {
<0, 0, 0> color rgb <0, 0,1> // Blue light
translate <-30, 30, -30>
}
#break
#range(0.8,1)
#debug "Range E"
light_source {
<0, 0, 0> color rgb <0, 0,0> // Blue light
translate <-30, 30, -30>
}
#break
#end
Regards
Stephen
Post a reply to this message
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Ok, I've got a flashing white light now. Cool! :)
This is with a part of Markus' code, but, I'm going to give Stephen's
answer a go for a different effect too.
Working on it now in a new sample scene.
Overall, my concept with this (rotating and lit carousel) animation, is
to get it as real as I can, but the main idea behind it is because I
couldn't find a decent vid on the 'net to illustrate a (proper) revolving
carousel. Maybe this will guide a few others if I can get it near ok.
~Steve~
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AWSOME!
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