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It's been a while since I've done any animation, so here's a quick mechsim
animation of a coin. Not too original obviously, but oh well. It's
cheating since it's not a rigid body - but it works for me. The motion
blur is entirely withing the motion_blur{} syntax although it may have been
easier to just average frames. If you rotate the camera one direction,
just move the scene the opposite direction. Sounds simple at least...
- Ricky
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Attachments:
Download 'penny.mpg' (632 KB)
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"triple_r" <nomail@nomail> wrote in message
news:web.42acf59887b1def821d72dad0@news.povray.org...
> It's been a while since I've done any animation, so here's a quick mechsim
> animation of a coin. Not too original obviously, but oh well. It's
> cheating since it's not a rigid body - but it works for me.
now that looks realistic ! Took me 4 cycles to notice it wasn't filmed :)
> The motion
> blur is entirely withing the motion_blur{} syntax although it may have been
> easier to just average frames.
easier? maybe, but the results will be less realistic, since motion_blur doesn't
clip colors, so bright parts will look better
> If you rotate the camera one direction,
> just move the scene the opposite direction. Sounds simple at least...
there is another way with the latest megapov: camera_pigment (or something like
that).
First you put the moving objects into a motion_blur{} statement, and then add a
camera with a Screen_Plane (see screen.inc) with a texture of which the pigment
is an average of camera_pigment's, simulating the movement of the camera.
I think there's a demo-scene included with megapov that uses this camera motion
blur technique.
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.com
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