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It occured to me while merging several objects together in anticipation of
rotating and translating them as part of an animation that it would be MUCH
simpler if I could adjust the "zero point" (I don't know the
nomenclature!) of the object ...
that is, say for example I joined some objects together and wanted to make
them rotate ... is there an easy way to reset what the (0,0,0) point of the
large, combined object is so that I don't have to do a bunch of voodoo in
the rotate statement?
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From: Slime
Subject: Re: How to change union or merge object's "center" ?
Date: 27 Aug 2004 18:28:35
Message: <412fb593@news.povray.org>
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> that is, say for example I joined some objects together and wanted to make
> them rotate ... is there an easy way to reset what the (0,0,0) point of
the
> large, combined object is so that I don't have to do a bunch of voodoo in
> the rotate statement?
#declare center_point = <1,2,3>;
translate -center_point
// transformations...
translate center_point
- Slime
[ http://www.slimeland.com/ ]
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From: Hughes, B
Subject: Re: How to change union or merge object's "center" ?
Date: 29 Aug 2004 02:14:58
Message: <41317462$1@news.povray.org>
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Don't forget min_extent and max_extent to find corners of bounding boxes for
objects. I think this might be what was being sought after. Just be sure to
read the help about those not being accurate for all instances.
A file called transforms.inc exists, located in POV\Includes, which could be
used. The macro Center_Trans() will align to an axis or axes (says x or x+y,
x+y+z is also possible).
Declare your CSG first, then use:
#include "transforms.inc"
object {
CSG
Center_Trans(CSG, x+y+z)
}
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