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In lugnet.cad.ray, James Reynolds wrote:
> In lugnet.animation, Tore Eriksson wrote:
> > In lugnet.cad.ray, James Reynolds wrote:
> > > What if.... what if you took the L3P output and modified THAT?.... more on this
> > > later.
> > >
> > > James
> >
> > I've been thinking a lot about that. I think you can find a couple of threads
> > here if you perform a search on "post-processing" or "post-processor". But...
> > What if a futureversion of L3P has some new improvement and changes the syntax
> > of the output so that the post-processor won't spot the commands to replace or
> > where to insert new lines?
>
> I guess we would have to work with Lars on that.
I already am. :) I noticed that L3P already marks the beginning of these blocks:
// Camera (Latitude,Longitude,Radius = 45,45,0)
and
// Lights:
Now, I've asked Lars to let L3P also mark the ends of these blocks.
>
> Because your app is in Delphi, I would be interested in the syntax you develop.
> Implementing on different platforms is not as big of a deal in my opinion.
No it isn't. Btw, I'm devoploping two things in parallell: Both the LDA syntax
and the software. The LDA syntax will be plain text as you already know. And I'm
not a very skilled programmer, so I hope that if the syntax will meet all kinds
of needs, more skilled programmers will make better software for all kinds of
platforms. Maybe even Macs! ;)
> I am mostly interested in this because right now, I don't have a pov-ray gui
> editor. I have to picture everything in my mind and write it down as numbers.
> This is VERY slow. I would like to be able to place items in an editor and make
> keyframes.
Yeah! Let the software do all the tweening! Wow, that would be something!
> Because we already have LDraw editors, that seems like the natural
> choice.
>
> Anyway, whether anything happens with this or not, I am constantly looking for
> ways to make POV-Ray files easier to edit, because I will admit, the animations
> can get complex. POV-Ray is a programming language itself. So it is complex.
And extremely powerful. And free. But I think they could have made animation
easier. I hate the fact that you are forced to edit that ini file all the time.
Why??? That should be done from the POV code instead.
> At the same time, I am trying to devise a syntax that makes Lego animation
> easier all around. And I believe it is possible, because as I said, it is a
> programming language, and we could write, as it were, high level API's. ;)
>
> What I am hoping is that your tool could take advantage of such high level
> API's.
>
> To get this from L3P, it would need to recognize separate models and place each
> model in a macro block instead of an object block. So right now, l3p declares
> models like this:
>
> colors are defined
(snipped heavy part that I can't yet understand. I'll keep it with my other POV
documents though for future use)
> Anyway, I'm rambling. I'm still a POV-Ray newbie, so I might have gotten
> something wrong in the syntax.
>
> But I think an LDraw animation syntax and post-processing is what I would like
> to pursue, mainly so I can create scenes with LDraw and then use them as
> keyframes in POV-Ray.
That is a very interesting path, but I'm not there yet.
> Now that we have an LDraw steering committee, maybe we could actually get an
> standardized animation syntax.... :D
>
> James
And I'm a member of the LSC -- LDraw Standards Committee...! :D
/Tore
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