Re: animation
Marc 'BlackJack' Rintsch <[email protected]>
| Newsgroups | gmane.comp.kde.devel.kpovmodeler |
|---|---|
| Message-ID | <[email protected]> |
On Wednesday 17 July 2002 18:10, Tobias Wollgam wrote: > To the others: experiences or opinions please ... I would opt for time based animations i.e. not dependent on previous pictures/frames. Imagine a huge - one cut! - space fighting scene with lots of ships, missiles, laserbeams and debris ending in a giant explosion of a space station which has impact to many surrounding ships. And now you are finetuning the end part and jump around a certain frame. Everey time you move some milliseconds back the *whole* fight with thousands of moving objects have to be recalculated! That's a pain! And it's possible to make "strange" and physically unrealistic moves with the time based model too. Another point is changing speed and/or fps. If you have a clock based model it's quite easy to double the frame rate, whereas a dumb script which relies on the previous frame to move an object might move it much too far. And finally the underlying renderer supports the time based model natively with the 'clock'. I think many movements/effects can be implemented as POV-Ray functions. IMHO POV-Ray itself should be supported as scripting language too. Ciao, Marc 'BlackJack' Rintsch -- Q: How many Bill Gateses does it take to change a light bulb? A: One. He puts the bulb in and lets the world revolve around him. A: None. He declares Darkness(tm) the new industry standard. List archive and information: http://mail.kde.org/mailman/listinfo/kpovmodeler-devel