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    mesh object transition for animation in Pov-Ray question —Chris Daniel
   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 (...) (23 years ago, 22-Jan-02, to lugnet.cad)
   
        Re: mesh object transition for animation in Pov-Ray question —Gary E. Blessing
     I had the same problem with wheels, you need to rotate the piece where it is declared, ie: #declare _3649_dot_dat = #if (QUAL = 0) box { <-52.99,-52.99,-10>, <52.99,52.99,10> } #else union { object { axlehol5_dot_dat matrix (...) (23 years ago, 22-Jan-02, to lugnet.cad)
    
         Re: mesh object transition for animation in Pov-Ray question —Lars C. Hassing
     (...) This has the side-effect that all uses of 3649 will rotate the same. It's better to do like Bram suggested: 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 { (...) (23 years ago, 23-Jan-02, to lugnet.cad)
    
         Re: mesh object transition for animation in Pov-Ray question —Gary E. Blessing
      Lars C. Hassing <lch@ccieurope.com> wrote in message news:GqE1KG.JJC@lugnet.com... (...) is (...) telling (...) { Color25 } (...) { Color25 } (...) heh, now someone tells me it can be done like this, ahh well. (...) yes, I learned that quite quick (...) (23 years ago, 23-Jan-02, to lugnet.cad)
   
        RE: mesh object transition for animation in Pov-Ray question —Bram Lambrecht
   (...) 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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