Subject:
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mesh object transition for animation in Pov-Ray question
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Newsgroups:
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lugnet.cad
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Date:
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Tue, 22 Jan 2002 09:29:32 GMT
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Viewed:
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459 times
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I'm trying to animate the geartrain for my lego clock.
This code is out of the pov-ray help file
#include "colors.inc"
camera {
location <0, 3, -6>
look_at <0, 0, 0>
}
light_source { <20, 20, -20> color White }
plane { y, 0
pigment { checker color White color Black }
}
sphere { <0, 0, 0> , 1
pigment {
gradient x
color_map {
[0.0 Blue ]
[0.5 Blue ]
[0.5 White ]
[1.0 White ]
}
scale .25
}
rotate <0, 0, -clock*360>
translate <-pi, 1, 0>
translate <2*pi*clock, 0, 0>
}
we start with the sphere at the origin, because anywhere else and rotation
will cause it to orbit the origin
How do I do this with a mesh object such as a gear instead of a sphere
Thanks in advance Chris. This is a sample of what I tried
// MLCAD BTG hourhand4rpd
object {
_3649_dot_dat
matrix <0,1,0,-1,0,0,0,0,1,0,-59,-20>
#if (version >= 3.1) material #else texture #end { Color25 }
rotate <0, 0, clock*30>
}
IT orbits instead of rotates So I Tried this
// MLCAD BTG hourhand4rpd
object {
_3649_dot_dat
matrix <0, 0, 0>
#if (version >= 3.1) material #else texture #end { Color25 }
rotate <0, 0, clock*30>
translate <0,1,0,-1,0,0,0,0,1,0,-59,-20>
which I found out is stupid and don't work
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Message has 2 Replies: | | RE: mesh object transition for animation in Pov-Ray question
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| (...) Try this instead: // MLCAD BTG hourhand4rpd object { _3649_dot_dat rotate <0, 0, clock*30> matrix <0,1,0,-1,0,0,0,0,1,0,-59,-20> #if (version >= 3.1) material #else texture #end { Color25 } } BTW, this is equivalent to putting (...) (23 years ago, 22-Jan-02, to lugnet.cad)
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