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Well, I hope this works.
It assumes the clock is the current frame. so use +k0.0 to render
It will render as many frames as you wish with a slight overhang if the frame
rises too high (1000+)
Variables are set in the beginning. Commented and indented.
--
//Spider -- [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
And the meek'll inherit what they damn well please
Get ahead, go figure, go ahead and pull the trigger
Everything under the gun
--"Sisters Of Mercy" -- "Under The Gun"
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Attachments:
Download 'plasma9-2.pov.txt' (9 KB)
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On Fri, 21 May 1999 13:32:21 +0200, Spider <spi### [at] bahnhofse> wrote:
>Well, I hope this works.
>It assumes the clock is the current frame. so use +k0.0 to render
>It will render as many frames as you wish with a slight overhang if the frame
>rises too high (1000+)
>
>Variables are set in the beginning. Commented and indented.
It didn't work for me until I changed line 185 as follows;
#while(N>-1) // ** with (N>0) it fails trying to access uninitialised variable
It worked fine then.
I don't understand your animation settings and so I changed line 34 ;
#declare FRAME = int(clock*360)
I have only tried 24 frames as yet and this gives a very jerky animation.
Comments ?
David
------------
dav### [at] cwcomnet
http://www.hamiltonite.mcmail.com
------------
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David Wilkinson wrote:
>
> On Fri, 21 May 1999 13:32:21 +0200, Spider <spi### [at] bahnhofse> wrote:
>
> >Well, I hope this works.
> >It assumes the clock is the current frame. so use +k0.0 to render
> >It will render as many frames as you wish with a slight overhang if the frame
> >rises too high (1000+)
> >
> >Variables are set in the beginning. Commented and indented.
>
> It didn't work for me until I changed line 185 as follows;
>
> #while(N>-1) // ** with (N>0) it fails trying to access uninitialised variable
>
> It worked fine then.
Hmm, I see you are right. (Seems i've messed it up somewhere while saving. sorry
for any problems)
> I don't understand your animation settings and so I changed line 34 ;
>
> #declare FRAME = int(clock*360)
Actually, I used a clock that went from frame 0 to frame 360 and initial clock 0
end clock 360 ... *smiles*
you just returned to my original script .
#declare FRAMES = 360;
#declare FRAME = clock*FRAMES;
#debug concat("Frame ",str(FRAME,0,0)," of ",str(FRAMES,0,0),"\n")
> I have only tried 24 frames as yet and this gives a very jerky animation.
> Comments ?
Yes. This would be because of the frame change variables. If you take a look in
the #while() loop that parses from FRAME to 0 you'll find a few variable
changes. (line 89 or so)
change this to something like:
#declare sDivisor = 2;
#declare SS= array[4] {1 / sDivisor, 2 / sDivisor, 3 / sDivisor, 4 / sDivisor }
#declare FRAMES = 360 * sDivisor;
#while(N>0)
#if(T[0]>=360-SS[0]) #declare T[0]=000; #else #declare T[0]=T[0]+SS[0]; #end
#if(T[1]<=000+SS[1]) #declare T[1]=360; #else #declare T[1]=T[1]-SS[1]; #end
#if(T[2]>=000-SS[2]) #declare T[2]=000; #else #declare T[2]=T[2]+SS[2]; #end
#if(T[3]<=000+SS[3]) #declare T[3]=360; #else #declare T[3]=T[3]-SS[3]; #end
//The ground movement
#if(L[0]<=000+SS[0]) #declare L[0]=360; #else #declare L[0]=L[0]-SS[0]; #end
#if(L[1]>=358-SS[1]) #declare L[1]=000; #else #declare L[1]=L[1]+SS[1]; #end
#if(L[2]<=000+SS[2]) #declare L[2]=360; #else #declare L[2]=L[2]-SS[2]; #end
#if(L[3]>=360-SS[3]) #declare L[3]=000; #else #declare L[3]=L[3]+SS[3]; #end
#end
Where the resolution between the frames is changed by increasing sDivisor. Not
that this will also need to increase the amount of frames to do a full cycle
animation.
--
//Spider -- [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
And the meek'll inherit what they damn well please
Get ahead, go figure, go ahead and pull the trigger
Everything under the gun
--"Sisters Of Mercy" -- "Under The Gun"
Post a reply to this message
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