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Jim Charter <jrc### [at] msn com> wrote:
>
> I can imagine. Do you use some form of "bones" to
> intermediate between the character definition and
> the motion definition?
>
Sort of. In povray, we're forced to (get to) use transforms. You may then
"transform" a point used in the computation of a spline mesh, transform a
cylinder in CSG, or transform a component of a blob.
Here are some snippets from the most basic version which I released several
years ago:
#declare rforearmobj=cylinder{0,rwristpt-relbowpt,1}
....
#declare rforearmtrans=transform{rotate relbowang translate
relbowpt-rshouldpvt transform{rhumerustrans}}
....
object{rforearmobj transform{rforearmtrans}}
http://news.povray.org/povray.binaries.scene-files/attachment/%3C3bd4d693%40news.povray.org%3E/mime13.pov.txt
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