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In lugnet.cad.ray, Jeremy H. Sproat writes:
> In lugnet.cad.ray, Don Heyse writes:
> > Wow, lots of good stuff in there! I especially liked the way you
> > broke up the sky vector in the "How to roll the camera" section, and
> > the way the camera_range declaration really clears up what the PCT
> > values are doing. Perhaps we should add those to ever growing list
> > of enhancement requests for l3p? :^)
>
> I shouldn't really second-guess Lars Hassing, but judging from a recent post
> he might be doing just that.
>
> http://news.lugnet.com/cad/dev/?n=6732
Yeah I guess he might, although I think the camera_range thing is a bit
easier to follow than redefining L3Location in terms of itself. That
made my head spin until I worked it out on paper. Perhaps if l3p
put a comment before these lines it might be easier to follow:
// Set the camera location.
#declare L3Location = <42.2688,-38.6915,-42.2688>;
// Set the lookat point.
#declare L3LookAt = <0.251318,-4.38439,-0.251318>; // Calculated (not -cla)
// Move the camera PCT percentage of the distance between it and L3LookAt.
#declare L3Location = L3Location + PCT/100.0*(L3Location-L3LookAt);
#if (STEREO = 0)
location L3Location // No stereo so don't wiggle the camera.
#else
// Move the camera by the amount needed to put L3LookAt at the origin
// Rotate about vector <-0.353553,-0.866025,0.353553> by STEREO angle.
// Then move the camera by the amount needed to put L3Lookat back.
location L3LookAt + vaxis_rotate(L3Location-L3LookAt,
<-0.353553,-0.866025,0.353553>, STEREO)
#end
Where's that <-0.353553,-0.866025,0.353553> vector come from anyways?
I suspect it's actually the true sky vector. Perhaps this would work:
#declare L3Sky = <-0.353553,-0.866025,0.353553>
location L3LookAt + vaxis_rotate(L3Location-L3LookAt, L3Sky, STEREO)
sky L3Sky
Although that doesn't give us the nifty ROLL stuff from your tutorial.
> > My only suggestion for improvement would be to move the "How can I
> > re-create the extra stuff L3P puts in the location line?" section to
> > right after the "How to move the camera without generating a new POV
> > file" section. I think it flows better that way.
>
> I've been thinking on that, actually. I initially put it in the back since
> it's slightly more advanced than the other camera-moving stuff...is it? Hmmm.
I don't think it's all that much more advanced. Besides it's harder
for me to get thinking about the location line, only to be distracted by
the angle and the sky and all, so that by the time the article finishes
up on the location line I forgot what I already learned about it. Better
to work one topic all the way to it's conclusion before changing the
subject.
Don
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