POV-Ray : Newsgroups : povray.newusers : Rotation then Translation inside an animation : Re: Rotation then Translation inside an animation Server Time
14 May 2024 06:48:08 EDT (-0400)
  Re: Rotation then Translation inside an animation  
From: Romain
Date: 1 Apr 2014 11:10:00
Message: <web.533ad609e4fdc502281b7210@news.povray.org>
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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