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Greetings all,
First off, I'd like to explain myself a bit if you wouldn't mind. I have
been an on and off pov user for almost 4 years now. I've only been viewing
povray.binaries.images/animations so I'm not exactly sure where I should be
posting this on this newsgroup. I just figured it would be best to post
here...
...Anyways onto the problem I'm having. Right now I'm trying to rotate a
cube
duh,
box{-1,1 pigment{rgb<1,1,1> rotate 360*y*clock}
..but that doesn't output the right effect I need though.
If you wouldn't mind loading this
http://www.arrant-grimes.com/users/slide/oldteniji/
When the flash is fully loaded, look at the top right. Notice the way it
rotates in a certain way in the sense the angle on the top of the cube is
always visible? When I render my code (Posted at the bottom) I end up just
getting a cube that spins around the Y axis, but not in the same was as in
the flash animation.
If anyone would be so kind as to helping me out with the code on controlling
the cube to rotate in that fashion (or camera angle, I'm not sure where the
problem is 100%)
Thanks, and sorry if I posted this in the wrong area hehe.
-Jonb
==========
#include "colors.inc"
camera{
location<0,1,-5>
look_at <0,0,0>
}
light_source{<140,140,-140> color White}
#declare MyCube=
box{-1,1 pigment{White} rotate<-25,35,0>}
object {MyCube rotate 360*y*clock}
background{White}
==============
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"Jonb" <prm### [at] indecisions org> wrote in message news:3b450e71$1@news.povray.org...
>
> First off, I'd like to explain myself a bit if you wouldn't mind. I have
> been an on and off pov user for almost 4 years now. I've only been viewing
> povray.binaries.images/animations so I'm not exactly sure where I should be
> posting this on this newsgroup. I just figured it would be best to post
> here...
Perfect place to post, even if less traveled maybe. The small script isn't
overwhelming, just keep
in mind not to post binary files to non-binary groups.
> box{-1,1 pigment{rgb<1,1,1> rotate 360*y*clock}
>
> ..but that doesn't output the right effect I need though.
>
> If you wouldn't mind loading this
> http://www.arrant-grimes.com/users/slide/oldteniji/
> When the flash is fully loaded, look at the top right.
See script change:
> ==========
> #include "colors.inc"
>
> camera{
> location<0,1,-5>
> look_at <0,0,0>
> }
>
> light_source{<140,140,-140> color White}
>
> #declare MyCube=
> box{-1,1 pigment{White} rotate 35*y} // removed rotate x part from here...
>
> object {MyCube rotate 360*y*clock
rotate -25*x} // ... and put it here.
>
> background{White}
> ==============
To explain, what happened is you want tilted first then rotated when all you needed
was a rotation
loop about the y axis. Since you tilted forward first it also rotated round and round
to where the
front became the back and back to front again.
Bob H.
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Wow! Thanks. I see how that works like when you have to rotate an object
before you translate it or else it'll end up being in the wrong location.
Thank you very much for the assistance.
-Jonb
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"Jonb" <prm### [at] indecisions org> wrote in message news:3b45602f$1@news.povray.org...
> Wow! Thanks. I see how that works like when you have to rotate an object
> before you translate it or else it'll end up being in the wrong location.
> Thank you very much for the assistance.
Seems you know something about POV-Ray's idiosyncrasies already. Watch out because
there are
always more :-)
Very welcome.
Bob H.
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Well I did say I have been an on and off user for 4 years ya know :-)
-Jonb
"Bob H." <omn### [at] msn com> wrote in message
news:3b457465$1@news.povray.org...> "Jonb" <prm### [at] indecisions org> wrote in
message news:3b45602f$1@news.povray.org...
> > Wow! Thanks. I see how that works like when you have to rotate an
object
> > before you translate it or else it'll end up being in the wrong
location.
> > Thank you very much for the assistance.
>
> Seems you know something about POV-Ray's idiosyncrasies already. Watch
out because there are
> always more :-)
> Very welcome.
>
> Bob H.
>
>
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Jonb <prm### [at] indecisions org> wrote:
: I see how that works like when you have to rotate an object
: before you translate it or else it'll end up being in the wrong location.
Actually it ends up just in the right location. A rotation rotates around
the origin and that's it. If the object wouldn't move as it does, that would
be the wrong behaviour.
This is very useful sometimes.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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"Warp" <war### [at] tag povray org> wrote in message
news:3b4593ed@news.povray.org...
> Actually it ends up just in the right location. A rotation rotates
around
> the origin and that's it. If the object wouldn't move as it does, that
would
> be the wrong behaviour.
> This is very useful sometimes.
Like orbiting objects, etc.
--
-The "D"
If you only have a hammer, you tend to
see every problem as a nail.
-- Maslow
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