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Animation encompassing the inner solar system & main 'roid belt #6

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dgets opened this issue Jun 22, 2018 · 2 comments
Open

Animation encompassing the inner solar system & main 'roid belt #6

dgets opened this issue Jun 22, 2018 · 2 comments
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enhancement New feature or request

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@dgets
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dgets commented Jun 22, 2018

This will be the first (very rough) animation fly-through that I'm doing with the scene. I'm not trying to be pretty/aesthetic with it, I just want a fly-through that'll display every object that I've placed so far, with at least a few different camera angles per object.

@dgets dgets added the enhancement New feature or request label Jun 22, 2018
@dgets dgets added this to the inner system testing animation milestone Jun 22, 2018
@dgets dgets self-assigned this Jun 22, 2018
dgets added a commit that referenced this issue Jun 22, 2018
Using 'doze to render with POV-Ray, in order to get around the 3.7.0.0 linux bug that's crashing my animations.  Implementing that first, rough, inner system fly-through.
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dgets commented Jun 23, 2018

It should be noted that, in my last test rendering, I came across an issue that may be hampering things (and probably has caused some issues already, in test rendering). While 'flying' away from Sol, the first 7 frames show it receding. After this, there was nothing, except for our checkerboard equatorial plane.

Chances are, now that I think about it with a little more coffee in me, that this is just because it was at frame 8 where the camera's viewpoint changed to view towards Mercury, which was, of course, too small to see at this point. If so, it may be less confusing to start adding some camera rotation control code when changing target view.

dgets added a commit that referenced this issue Jun 23, 2018
A small amount of progress; didn't get a whole lot of sleep last night.
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dgets commented Jun 27, 2018

See also the following, new (uncommitted at this point), code comment:

      #if (clock <= (1 / (Inner_System_Bodies * 2)))
	    //looking at Sol while moving away
	    camera {
	      location <(Sol_Start_X + (Sol_Cam_Delta_X * frame_number)),
		        (Sol_Start_Y + (Sol_Cam_Delta_Y * frame_number)),
		        (Sol_Start_Z + (Sol_Cam_Delta_Z * frame_number))>
		  //the following look_at should begin rotating ~180deg * y
		  //as the frames progress from, say, (
		  //clock--frame < ((1 / (Inner_System_Bodies * 4)) - Merc) through
		  //clock--frame >= ((1 / (Inner_System_Bodies * 4)) + Merc), if that
		  //makes sense; I'm not totally sure it will, I'm half asleep and it's
		  //not making the best sense to me here, either
	      look_at <Sol_Start_Look_At_X,
		       Sol_Start_Look_At_Y,
		       Sol_Start_Look_At_Z>
	    }
      #else if (clock <= (1 / (Inner_System_Bodies)))

dgets added a commit that referenced this issue Jun 27, 2018
Adding roll to look_at during flight; also working on simplifying code with vector declarations.
dgets added a commit that referenced this issue Jun 29, 2018
Sleep deprivation is a helluva drug.  ahrhrhrhr
dgets added a commit that referenced this issue Dec 14, 2018
dgets added a commit that referenced this issue Dec 15, 2018
…sh into rendering due to povray issues on linux. Going to try on windows after it's up on github for easy pulling to that computer.
dgets added a commit that referenced this issue Dec 15, 2018
dgets added a commit that referenced this issue Dec 17, 2018
… sphere when trying to look from the camera angle; en route to #6.
dgets added a commit that referenced this issue Dec 22, 2018
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