POV-Ray : Newsgroups : povray.binaries.animations : Charicture animation demo (456k) : Re: Charicture animation demo (456k) Server Time
19 Jul 2024 09:18:30 EDT (-0400)
  Re: Charicture animation demo (456k)  
From: Kitsune e
Date: 13 Apr 2003 15:35:10
Message: <web.3e99bb64c35c5c118bc6d45e0@news.povray.org>
Corey wrote:
>I'm asking this here because your pic got me thinkin and I wanna try
>something like that too. I've been using wings for a while and done some
>tuts on it but still I'm awful, I might be able to manage a character though
>and then I'd have to animate it :) Here ia my questions:
>
>1. How did you get that to pov??? Does milkshaper allow you to set pov as a
>renderer, or do you have a big .inc file INCLUDING animation info.
>
>2. In either case, how do you get a character like that to interact with a
>POV-Ray environment? Lets say you make 2 buildings and you have your guy
>jump from one to the other? How do all the positioning?
>

Milkshape does export to povray, but it exports a plain mesh include, and I
have yet to figure out how to export keyframes for animation.  What I do
is:

1) export from wings as a *.obj file
2) import to UVmapper.exe if I need good uv coords
3) import to milkshape, setup bones, assign vertexes and animate
4) now the inconvienient part-
        export each of your keyframes as *.obj files to some handy folder
        import each file to wings3d, select all and export as pov file.
        (at this point you can have wings do another subdivision of your
model
        to make it look smoother)
5) Another inconvientient part- you need to edit each of the exported
includes
        to remove the texture declaration, and the object instance.
6) now you just show the keyframes in order.  I use a macro I wrote to
decide which keyframe to show, and to show each keyframe for more then one
video frame.

I am thinking about writing a python script to automate as much of this
proccess as possable, but I haven't even started that yet.

    as for positioning in your scene there are two things- first while
modelling keep <0,0,0> between your characters feet so when you import you
know about where they are.  THe other thing is that you don't need to be
exact, if you looked at my animation frame by frame you would see that his
feet go through the floor at two frames, but this isn't visable at full
speed.  Put you creation in your scene, it exists at <0,0,0>, then scale it
to fit.  As far as I can tellone unit is one unit through all the programs,
so you can estimate how far to move each frame.  Thats it!


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