Subject:
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Re: 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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Wed, 23 Jan 2002 11:07:28 GMT
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Viewed:
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560 times
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In lugnet.cad, Gary E. Blessing writes:
> 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 }
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 { Color25 }
}
object {
_3649_dot_dat
rotate <0, 0, 360/80-clock*30> // ROTATING OPPOSITE WAY
matrix <0,1,0,-1,0,0,0,0,1,100,-59,-20>
#if (version >= 3.1) material #else texture #end { Color25 }
}
Here you have two engaged gear wheels rotating in opposite directions.
POV applies transformations in the order they appear:
first the _3649_dot_dat is rotated (in its own world) by rotate,
then it is put in the proper place in your scene by matrix.
/Lars
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Message has 1 Reply: | | Re: mesh object transition for animation in Pov-Ray question
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| 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)
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