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"Kenneth" <kdw### [at] gmailcom> wrote:
>
> BTW, I made another animation example to post-- more experiments-- but it looks
> rather 'quaint' now, in light of these newer concepts.
Ah, what the heck, I'll post it anyway, just to show five various permutations
and orderings of simple <x,y,z> rotations. There are other possible
combinations as well-- but they probably prove nothing, because 2B), 3A) and
3B) all look similar in their respective chaotic wobbles. 1) and 2) still look
more realistic to me, as basic computer simulations-- but 2)'s rotation values
are arbitrary, when they really shouldn't be. Ditto for all the three-axis
examples.
These are all just too simplistic. So I'm working up a 'better' example-- with a
few new realistic constraints added. I'll post that asap.
The actual codes used here:
#declare S = seed(16);
1)
object{OBJ
rotate <270*rand(S),270*rand(S),270*rand(S)> // an arbitrary pre-rotation
rotate <2540,0,0>*clock
rotate 270*rand(S) // to make the rotation axis arbitrary as well
}
2A)
object{OBJ
rotate <1210, 0, 1949>*clock
}
2B)
object{OBJ
rotate <270*rand(S),270*rand(S),270*rand(S)> // an arbitrary pre-rotation
rotate <1500, 0, 0>*clock
rotate 1937*y*clock
rotate 270*rand(S) // to make the rotation axis arbitrary as well
}
3A)
object{OBJ
rotate <1210, 1512, 1949>*clock
}
3B)
object{OBJ
rotate 1512*y*clock
rotate <1210,0,1949>*clock
}
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Attachments:
Download 'rotations_in_1_2_3_axes.mp4.mpg' (3576 KB)
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