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Hi all,
how can I rotate an camera which is created by screen.inc (to include text
while moving around in my animation)?
I had before using screen.inc:
#declare My_Camera=<424510, 3000, 279020>; // Ausgangspos Cam
#declare Object_Center=<423800, 1300, 284860>; // Rotationszentrum
#declare Cam_Pos=() ; // zum transferrieren der Positionen
#declare Rot_Angle_Y=-135;
camera {
location My_Camera
Rotate_Around_Trans(<0,Rot_Angle_Y,0>, Object_Center)
look_at Object_Center
angle 90 // vertical camera aperture
}
but now I want to include text while changing Rot_Angle_Y (by multiplying
with clock), but something like the following is not working:
Set_Camera_Location(My_Camera {Rotate_Around_Trans(<0,Rot_Angle_Y,0>,
Object_Center)})
Set_Camera_Look_At(Object_Center)
Set_Camera_Aspect(720,576)
Set_Camera_Angle(90)
Is there a way to calculate the new position before I
"Set_Camera_Location()}?
Thanks
Wolfgang
PS: The ulimative goal would be to have an text blended in (animated text)
while rotating around my object (Cam_Center).
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"wollinger" <wol### [at] gmznet> wrote in message
news:web.4447e4473b0e2653beed6d660@news.povray.org...
>
> how can I rotate an camera which is created by screen.inc (to include text
> while moving around in my animation)?
I might not be giving the best answer but I was able to do what you want by
adding the rotation into the screen.inc file for the camera{}, Screen_Object
and Plane_Object. The line added to the end of each:
Rotate_Around_Trans(Rot_Angle,Object_Center)
Please be aware of the changes I made to the names of identifiers.
Test scene from your example:
#declare My_Camera_Loc=<424510, 3000, 279020>/10;
#declare Object_Center=<423800, 1300, 284860>/10;
#declare Rot_Angle=<0,-135,0>*clock;
#include "transforms.inc" // before calling screen.inc
#include "screen.inc" // settings for this are below
Set_Camera(My_Camera_Loc,Object_Center,90)
Set_Camera_Aspect(4,3)
#declare MyTextObject =
text {
ttf "crystal.ttf", "your text here", 0.01, <0,0>
scale 0.08
pigment {color <1.0,0.5,0.2> transmit clock} // clear first, ending
opaque
finish {ambient 1 diffuse 0}
}
Screen_Object ( MyTextObject, <1,0>, <0.04,0.02>, true, 1 )
// now something to see
cone {Object_Center,100,Object_Center+100*y,0 pigment {rgb <1,1,0>}}
light_source {
<10000,10000,1>,1
}
/* note that the scale of the Screen_Object was increased (last parameter)
because I was getting broken text until I changed that, possibly a problem
with the large scene bounds. Which, BTW, you'll notice I divided by 10 here
just to be sure it was showing okay. About the blending you asked, no idea
except for using transmit clock. Maybe you were talking about another
way...? */
--
Bob H www.3digitaleyes.com
http://3digitaleyes.com/imagery/
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Heck. I really need to proof read my replies sometimes.
Of course, you might realize I was saying the
Rotate_Around_Trans(Rot_Angle,Object_Center) goes into the screen.inc file,
and that I got the transmit clock backward. Opaque first then changes to
clear. So you'd actually need that to be transmit 1-clock for the opposite
effect. If this matters at all, since I got the feeling you might have been
talking about something more than this.
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