RE: animation
CARVALHO Luis Passos <[email protected]>
| Newsgroups | gmane.comp.kde.devel.kpovmodeler |
|---|---|
| Message-ID | <[email protected]> |
Hello everyone, A lot of good ideas have been posted on the list, but I have a bit of difficulty on looking at everything at the same time. So here are my suggestions for a road map: For Kpovmodeler 1.1 I suggest we focus on the following: 3.5's new objects Plugin architecture( import/export, scene manipulation, new objects(maybe for 1.2?) ) Object Libraries Documentation wise, adding povray 3.5 to the documentation map. Scripting provides the most flexibility for what we want to do. My suggestion is that we try to develop the scripting infrastructure first. So, for Kpovmodeler 1.2 we can focus on plugins for additional objects (example lensflare effect) and scripting plugins (python plugin) However, scripting is not immediate to non-coders. When it is in place and api stable (KPovModeler 1.3), we start developing shortcuts for common actions like movement along a path and others. Of course this is just a first suggestion, but we now have a lot of ideas and they're all a bit in the air. Attaching them to a schedule can help us focus on making the first ideas more solid. Then, when the time comes to code, everything is easier. Regards, Luis > -----Original Message----- > From: Tobias Wollgam [mailto:[email protected]] > Sent: quarta-feira, 17 de Julho de 2002 11:58 > To: [email protected] > Subject: Re: animation > > > > > you missed something in your (pc-) life. Your media informatics > > student could show you the tweening feature of flash. This is great. > > You select an object on e.g. keyframe 1 and then modify this object > > in another keyframe (behind keyframe 1) and then say "tweening" and > > Flash does all for you, deformation, translation, texture > > modification. All without setting up lots of things. You can imagine > > this as a morphing algorithm. > > I know such a feature from maxon cinema. But the features are > so poor, > that they are sufficent for simple demonstrations, not more. All you > can get are linear transformations, how realistic ... > scripting is the > power one (I) wants. > > > Morphing in a way of translation AND deformation. > > That it not as easy as it seams. Good results needs good > algorithm and > the possibility for the user to interfere everywhere. > > > List archive and information: > http://mail.kde.org/mailman/listinfo/kpovmodeler-devel > List archive and information: http://mail.kde.org/mailman/listinfo/kpovmodeler-devel