hi,
How is camera movement done in demos. For example, move camera back, rotate, and move camera left.
Does that make sense?
thanks,
Scott
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"If you try and don''t succeed, destroy all evidence that you tried."
camera movement.. as in OGL demos
gluLookAt
know it, live it, love it
Jenison
''Things are more like they are now then they ever were before'' - Truman
know it, live it, love it
Jenison
''Things are more like they are now then they ever were before'' - Truman
hey,
actually, my problem is the sequence of events. would u just use a few loops?
Scott
Email
Website
"If you try and don''t succeed, destroy all evidence that you tried."
actually, my problem is the sequence of events. would u just use a few loops?
Scott
Website
"If you try and don''t succeed, destroy all evidence that you tried."
I posted a similar queation... Try this!
http://www.iol.ie/~hennessye/steamdriven.htm
Thanks!
John William Blair
http://www.iol.ie/~hennessye/steamdriven.htm
Thanks!
John William Blair
Thanks!John William Blair "The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of the darkness. For he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know my name is the Lord when I lay my vengeance upon thee."
http://members.home.com/chucklez/wtc/index.html
http://members.home.com/chucklez/wtc/index.html
I would use keys...
if you have used any 3d program (maya or 3d studio) they calculate traslation though keys. bascially they have two points...they then calculate the path on how to get to that point when the file loads.
this is where knowing how to calculate benzier curves comes really handy.
lets say you have two keys...one at the origin and one at x,y.
You could say..I want to reach that point in 3 seconds. You calculate how much you need to move to get to that spot in 3 seconds....and how you get to that spot. Does that camera arc or does it go directly to that point.
thats just one approach...
from looking at how maya and 3DS save animation...it makes sense to me...but then again...all my reasoning makes sense to me
Jenison
''Things are more like they are now then they ever were before'' - Truman
if you have used any 3d program (maya or 3d studio) they calculate traslation though keys. bascially they have two points...they then calculate the path on how to get to that point when the file loads.
this is where knowing how to calculate benzier curves comes really handy.
lets say you have two keys...one at the origin and one at x,y.
You could say..I want to reach that point in 3 seconds. You calculate how much you need to move to get to that spot in 3 seconds....and how you get to that spot. Does that camera arc or does it go directly to that point.
thats just one approach...
from looking at how maya and 3DS save animation...it makes sense to me...but then again...all my reasoning makes sense to me
Jenison
''Things are more like they are now then they ever were before'' - Truman
okie.. so, i know how to do this in algebra class, but not at home to move from point 1 to point 2 i have to get a direction vector from 1 to 2 right? so i''m curious to get the direction vector and then how to move from point 1 to point 2 along that vector.. i know it''s a loaded question(s), but even just an outline of methods would be great.
Scott
Email
Website
"If you try and don''t succeed, destroy all evidence that you tried."
Scott
Website
"If you try and don''t succeed, destroy all evidence that you tried."
well to calculate where your next positon is going to be with a constant velocity would be
roty = angle of rotation about the y axis
rotz = angle of rotation about the z axis
x = sin(rotz) * cos(roty)
y = sin(rotz)
z = cos(rotz) * cos(roty)
multiply each by its own velocity to get a more ''real'' effect.
(ie gravity on the y)
Jenison
''Things are more like they are now then they ever were before'' - Truman
roty = angle of rotation about the y axis
rotz = angle of rotation about the z axis
x = sin(rotz) * cos(roty)
y = sin(rotz)
z = cos(rotz) * cos(roty)
multiply each by its own velocity to get a more ''real'' effect.
(ie gravity on the y)
Jenison
''Things are more like they are now then they ever were before'' - Truman
You might want to have a look at www.fyslab.hut.fi/~jyp/tut/3dica2.htm. Look for the section about B-Splines. Never tried it; the English isn''t all it could be, but it is conprehensable; they sound like what you want.
HTH,
THamas
HTH,
THamas
You might want to check www.fyslab.hut.fi/~jyp/tut/3dica2.htm. Read the section on B-Splines. I haven''t tried it myself, but they sound like what you want.
HTH,
ThamasTah
HTH,
ThamasTah
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