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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