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scott <sco### [at] scottcom> wrote:
> I always use "clock" to be the number of seconds in the animation, so in
> your example I would put:
>
> Initial_Clock=0
> Final_Clock=5
> Initial_Frame=1
> Final_Frame=150
>
> If you then decide you want to render at 60fps you only need to change
> Final_Frame. I try to avoid using anything based on the frame_number or
> fps unless really needed.
>
> In your scene you can then write:
>
> #if (clock < 2.5)
> rotate< 0, clock*360, 0 >
> #else
> #declare previousClock = 2.5;
> rotate < 0, previousClock*360, 0 >
> translate < (clock-2.5)*5, 0, 0 >
> #end
>
> I also changed the translate distance to (clock-2.5)*5, otherwise you'll
> get a jump at 2.5 seconds.
Thank you.
I'm going to use you're method which is easier than mine :)
I start (finally) to understand how POV-Ray animation works.
Thanks so much again!
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