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"Maetes" <nomail@nomail> wrote:
> "js" wrote:
> I knew the video!
> Have seen it month or even years before.
> From 2005? How long did you render ... a week?
> Nice work.
You're Right about the date. A few years latter I add the audio. The render time
was about 34 hours, not counting putting it all together into a mpg. I found the
code for IT with no problem (well I did forget the name it was saved under).
Likely some time in the pass I put all my animations in a folder on my XP.
>
> I have also tried my hand at a humanoid robot, but the work did not stop and did
> not stop. But I would love to have one, or even a human figure. Wouldn't have to
> be lifelike. Better a little comic than badly realistic.
The robot was one of the my first. I was still trying to set up the frame to
frame pose animation and get things organize. A Robot is a complicated object.
And to get one moving even more complicated.
There's about 60 variables to make a robot. So I cut a robot into 3 parts
Body,Face,Hands. Each of these have their own pose files and object files. The
object file would take the pose variables and make the part.
I better watch it or I'll write a whole page of nothing but how to build and
animate robots. To make a long story longer. I have to say I have a Robot
Factory now that can combine different bodies,heads and hands into a BOT and
then animate it. But I'm never satisfied I keep adding on to it.
>
> If it's not too much work, see if you can find the code. I, on the other hand,
> cannot promise that I will use any of it in the near future, so don't hurry. You
> won't believe it, I like the parachute, I might need it soon :)
>
As for the code It's on my other computer and it's isolated. That is I need to
load stuff to a flash drive to get to this computer. The code large & might call
somethings long gone. I haven't rerun it all. But what I did stopped. But the
parachute show be easy to get. Just how much do ya want?
> We Povrayers should exchange or provide much more code anyway, there are so few
> of us.
I thought we ruled the world!
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"Leroy" <whe### [at] gmail com> wrote:
> The robot was one of the my first. I was still trying to set up the frame to
> frame pose animation and get things organize. A Robot is a complicated object.
> And to get one moving even more complicated.
> There's about 60 variables to make a robot. So I cut a robot into 3 parts
> Body,Face,Hands. Each of these have their own pose files and object files. The
> object file would take the pose variables and make the part.
> I better watch it or I'll write a whole page of nothing but how to build and
> animate robots. To make a long story longer. I have to say I have a Robot
> Factory now that can combine different bodies,heads and hands into a BOT and
> then animate it. But I'm never satisfied I keep adding on to it.
I solved so many really tricky problems one after the other, only to find that I
hadn't even done a quarter of the way.
It started with from where to where build it up. This affects how it behaves in
not-standing positions (e.g. leaning to the side, jumping,...) and how he can be
controlled.
And then, of course, the appearance, how the individual parts can be human-like.
And the damn skull, I hadn't even touched it yet.
And... and... AND...
> As for the code It's on my other computer and it's isolated. That is I need to
> load stuff to a flash drive to get to this computer. The code large & might call
> somethings long gone. I haven't rerun it all. But what I did stopped. But the
> parachute show be easy to get. Just how much do ya want?
The parachute would be cool, but please please don't waste hours and days. Maybe
I won't use it or only in x months. If it's easy to extract - great, if not,
don't do it.
Gr
Ma
Post a reply to this message
Attachments:
Download 'anim5_3_bein_hoch_schulter_faust_03fps.gif' (185 KB)
Preview of image 'anim5_3_bein_hoch_schulter_faust_03fps.gif'

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hi,
"Maetes" <nomail@nomail> wrote:
> "Leroy" <whe### [at] gmail com> wrote:
> > The robot ...
> And the damn skull, I hadn't even touched it yet.
> And... and... AND...
"bonus" for a good name, _v_ nice.
regards, jr.
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"Maetes" <nomail@nomail> wrote:
>
> And the damn skull, I hadn't even touched it yet.
>
> And... and... AND...
>
Not a bad bot. You could make an army of them!
And don't worry about the skull. One day when less expected, Wham it'll come to
you.
>
> The parachute would be cool, but please please don't waste hours and days. Maybe
> I won't use it or only in x months. If it's easy to extract - great, if not,
> don't do it.
It was very easy and small. Here it is:
#declare PPig=pigment{radial color_map{[0 Black][.1 Tan]
[.3 rgb<.9,.9,.85>][.6 rgb<.9,.8,.85>]
[.9 Tan][1 Black]}
frequency 20}
#declare Para= union{sphere{0,4 translate y*2
clipped_by{ box {<-4.1,4.4,-4.1>,<4.1,5.9,4.1>}}}
sphere{0,4 translate y*2
clipped_by{ box {<-4.1,3.5,-4.1>,<4.1,2,4.1>}}}
cone{y*2,4,-y*.25,3.9 open}
}
#declare ParaChute=
union{
object{Para pigment{PPig} translate y*50}
sphere{0,1 scale<1,.25,1> translate y*25 pigment{rgb<.25,.15,.25>}}
//cords
#declare Cnt = 0;
#while (Cnt < 360)
cylinder{0,<4,20,0>,.05 rotate y*Cnt pigment{Tan*.5} translate y*30}
#declare Cnt = Cnt+20;
#end
cone{y*25,.15,y*31,.2 pigment{rgb 0}}//short link
cylinder{0,y*30,.15 pigment{rgb 0}}//long link
}
Straight from the code, It is fairly long 50 or so POV units.
Have Fun!
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"Leroy" <whe### [at] gmail com> wrote:
> And don't worry about the skull. One day when less expected, Wham it'll come to
> you.
I worked far longer than week on the robot AND THAT DID NOT HAPPEN !!!
- - -
Parachute successfully opened!
I fixed some small errors (missing cords in the gap, ...) and will make it more
variable in the next days, but so far the chute looks cute :)
Will send you the code when ready.
Thanks for that.
To build that from scratch would cost much more time.
Ma
Post a reply to this message
Attachments:
Download 'leroy_chute_01.png' (218 KB)
Preview of image 'leroy_chute_01.png'

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"Maetes" <nomail@nomail> wrote:
> Will send you the code when ready.
Here the code for now.
Maybe I will do some more in the next days.
Gr
Ma
Post a reply to this message
Attachments:
Download 'leroy_chute.zip' (439 KB)
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"Maetes" <nomail@nomail> wrote:
> "Maetes" <nomail@nomail> wrote:
> > Will send you the code when ready.
>
> Here the code for now.
> Maybe I will do some more in the next days.
>
> Gr
> Ma
Thanks! Download it already. The reason I didn't put those cords in was probably
time. I made that for a contest. I other thing to worry about and it looked
good.
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"Leroy" <whe### [at] gmail com> wrote:
> Thanks! Download it already. The reason I didn't put those cords in was probably
> time. I made that for a contest. I other thing to worry about and it looked
> good.
No problem, I know the time required only too well. I saw the small mistakes and
just HAD to fix them. But it was a nice division of labor, I think.
I stopped when I was thinking about an unfolding process, and that would cost me
days again :)
ma
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"Maetes" <nomail@nomail> wrote:
> I love Povray animations.
You know what, we can feel your joy through the result it's motivational to
watch, and not only because of the music !
The colors of the space and planets may well be spot on.
> Does anyone have ideas or half-finished scripts for:
> - Earth surface
> - Moon surface
> - Cloudcover (during launch)
Here's some nitpicking:
* It feels your materials for lateral propulsion (whiter ones) are not emissive,
nor fading too transparency enough, too flat opaque.
*Your solar panels materials are too ambient/emissive, reminding LCD screens
use fresnel and albedo with conserve_energy wherever possible... one specificity
with solar panels if they are modeled as simple geometries, should have very
(maximal) complex texture:
I would use a finish map trick (two textures with different finishes, in the
entries of a texture_map factored by a (cell/contrasted leopard) pattern with a
recusion level if possible to do the less regular, much smaller sparky freckles.
use this pattern to separate cells and freckles of higher reflectivity from
their intervals. halving that reflectivity within cells but bearing both a phong
*and* a specular with each half of that value, to indicate a layered
transparency but use irisdescence to indicate metallic reflectivity (very low
turbulence) in the cells finish use metallic keyword for specularities to have
another layer with metallic colored spec/reflections and each phong/specular
should have different size/roughness.
* I think for landing you need a very tiny slight vibration or shake both of the
camera and the ship (its solar panels could even buldge slightly with respect
to main frame, currenly, everything is too clean to give any sense of weight and
the miracle of lifting/damping it.
* The cloud cover should use scattering(only) media, its the very situation
where you need them to look good as seen from afar and crossed through.
https://www.geocities.ws/evilsnack/tut01.htm
https://news.povray.org/povray.binaries.images/thread/%3Cweb.4dad7d3b9549be2894d713cc0%40news.povray.org%3E/
https://news.povray.org/povray.binaries.images/thread/%3C4d5df00c%40news.povray.org%3E/
*(sorry I forgot a point, but I'm sure the next iterations will refocus :-P )
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On 26.04.25 23:10, Maetes wrote:
> I love Povray animations.
>
> https://www.maetes.com/en/blog/tussi_flight_number_2_povray
>
> I have given a year-old film various upgrades.
> Far from perfect, but looks much nicer.
>
> Does anyone have ideas or half-finished scripts for:
> - Earth surface
> - Moon surface
> - Cloudcover (during launch)
> ?
>
> Have a nice day (sunny and warm days ahead in Cologne/Germany)
> Martin
>
> https://bsky.app/profile/martinseydler.bsky.social
Wiesu heiß dat Dingen dann Tussi? Usssinn deit dat Dingen wie en
Mülltonn för zom Mohnd zo fleje... is die Queen vun dr Ihrestroß jetzt
bei dr NASA? Leck misch in dr Täsch...
Äwwer lauwärm *rülps*!
Jattgahr, dä kölsche Krat!
--
VBI BENE, IBI BACTRIA!
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