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hi,
"m@b" <sai### [at] googlemail com> wrote:
> ...
> I think what you want is this:
>
> sphere{0, 1 translate<5,0,0> rotate<0,i_,45> rotate<45,0,0>}
>
> i.e. apply the x rotation after the i_ thing. I don't think it is
> possible using vrotate.
ah, ok, need separate rotations. (the "i_ thing" was just a placeholder for
frame_number)
> If you need to define the points in advance you could try this:
>
> #local p2_ = transform {translate<5,0,0> rotate<0,i_,45> rotate<45,0,0>};
> sphere{0, 1 transform p2_ }
thank you for the 'transform' reminder! I currently write 'sphere
{vrotate(...),...}' in the scene, so need to re-organise the sphere centres etc.
think I can make the transform into a macro :-). cheers.
regards, jr.
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