Re: Frame System

Andreas Zehender <[email protected]> Tue, 03 Oct 2006 22:53:48 +0200
Newsgroups gmane.comp.kde.devel.kpovmodeler
Message-ID <[email protected]>
Hi,

Miguel Angel G=F3mez M=E1rquez schrieb:

> I  definetly agree, they hardly fit, because Kpov wasn't originaly =

> supposed to render
> animations


Be careful with such statements ;-)
I always had scripting and animation in mind, that's why there is =

already the property system and the (unused) plugin framework. All parts =

of kpovmodeler are very loosely connected, that's why it has such a =

clean framework. If would be even possible with the current version to =

add a plugin which exports to and uses another renderer, if that =

supports a similar set of objects.

> , in the other hand, they can be implemented quickly with a "little =

> drawback" as kpov file, but i ask again, how do you plan to export an =

> animation to povray code? exporting 1200 povfiles maybe? or povray =

> code exportation for animation would be nullified.


I don't plan to export complete animations as povray files. We have =

animated scenes as kpov file, and the "export" of the animation is a =

list of rendered frames or an encoded video. Again, although the name is =

KPovModeler (I am a developer, no marketing guy ;-) the program is very =

loosely connected to povray, povray is "just" used to render the scene, =

as underlying renderer. KpovModeler was not designed to generate povray =

files, it just uses povray (I hope you understand the difference, it's =

hard to describe such small differences in a non native language)

>
> Doing they way i hipoteticaly propose, would let to export an =

> animation directly to 1 single povray file.
> I may be wrong (because i haven't started coding yet)
> But i belive it would worth the try.
> Give me 2 weeks, and i'll have you (all) ready a "very rough" example =

> of my idea.


Yes please, and if you need an introduction to different parts of the =

program, just ask.

> ---- =

> What I had in mind is to loosely connect the animation objects or =

> scripts with the animated objects, what means that the objects have no =

> idea that they are animated.
> -----
> And whats the difference with what i posted? (its a real question, lol)
> The animation would be in an include file, which if not being present, =

> would draw the first frame. the objects don't know of the animation.


Take for example a camera and a cube. The cube should have a color that =

slides from red to green and a camera that is moving towards the cube.

(may not be valid povray code)
cube { <1, 1, 1>, <-1, -1, -1>  pigment{color <1-clock, clock, 0>}}
camera { position <0, 5-clock, 0> ...}

property cube1.pigment1.color.red, cube1.pigment1.color.green and =

camera1.position.y are animated properties
in your code that would be

cube { <1, 1, 1>, <-1, -1, -1>  pigment{color <animated1, animated2, 0>}}
camera { position <0, animated3, 0>}

#if ...
animated1=3D1
animated2=3D0
animated3=3D5
#else if...
animated1=3D0.9
animated2=3D0.1
animated3=3D4.9
#end

Now tell me that the objects or the serializer that generates the povray =

code doesn't know that some property is animated. If the animation is =

only limited to some scale, translate or rotate objects, your idea =

works, but not when all properties can be animated.

I hope it's clearer now.

> Hmmm...
> I'd like some opinions, this looks more like a debate than a mailing =

> list (forum).


Nothing against a good debate ;-)

> If we implement it as Andreas says, the animation system would be =

> running (unstable) in a month at most, because it is really easy to =

> implement it that way.


About the current state of the program: The program runs fine with =

Qt4/KDE4. I ported some important parts like the drag/drop system, =

copy/paste and undo/redo today, so the program is usable at the moment. =

I hope the KDE libraries are mainly stable, too, so you have a good =

fundament to base your work on (after we finished discussion, of course ;-)

Regards,
Andreas




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