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Subject: 
Re: mesh object transition for animation in Pov-Ray question
Newsgroups: 
lugnet.cad
Date: 
Tue, 22 Jan 2002 10:07:36 GMT
Viewed: 
454 times
  
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 <0,1,0,0,0,20,1,0,0,0,0,-10> }
triangle { <45,0,6>, <44.45,7.04,6>, <44.45,7.04,-6> }
*lots more triangles here, with the rest orf the part I snipped*

//
}
rotate 30*z*clock // the degrees to rotate, by the axis to use then telling
it to use the clock  }

Here's the scene file I used, and the animation it created:
http://www.brickshelf.com/cgi-bin/gallery.cgi?f=10723
its a microsoft video clip of 258 kb.it should play in microsoft video
player.

Gary
P.s. if you need any more help feel free to e-mail me. :-)
BTW here's the software I use to make the bmps into avi movies, its
pjBmp2Avi:
http://www.homeusers.prestel.co.uk/cherryjam/utilities.html


Chris Daniel <ldaniel2@prodigy.net> wrote in message
news:GqC2D8.20G@lugnet.com...
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



Message has 1 Reply:
  Re: mesh object transition for animation in Pov-Ray question
 
(...) 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 { (...) (22 years ago, 23-Jan-02, to lugnet.cad)

Message is in Reply To:
  mesh object transition for animation in Pov-Ray question
 
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 (...) (22 years ago, 22-Jan-02, to lugnet.cad)

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