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Subject: 
Re: mesh object transition for animation in Pov-Ray question
Newsgroups: 
lugnet.cad
Date: 
Wed, 23 Jan 2002 13:29:16 GMT
Viewed: 
1623 times
  
Lars C. Hassing <lch@ccieurope.com> wrote in message
news:GqE1KG.JJC@lugnet.com...
> 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.

heh, now someone tells me it can be done like this, ahh well.
> 
> 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.

yes, I learned that quite quick when I started animating in pov.

> /Lars

Gary



Message is in Reply To:
  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 { (...) (25 years ago, 23-Jan-02, to lugnet.cad)

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