Ammm what you didn't understood, is that i didn't declare by myself each one<br>i declared some control points, and with my parser calculate the tween between them.<br>(each frame) so you would have all the positions, may be i didn't express myself correctly.
<br>----<br>IMO these defines should never make it into the povray code<br>-----<br><br>Why? I've used them, and they worked.<br>(watch the video i sent you, there is a render (animated) example of it)<br><br>The defines generates automaticaly, when a change would be made within a tween
<br>such like Macromedia Flash works.<br><br>----<br>All animated<br>object/properties should be calculated for a single frame, exported to<br>povray and rendered.<br>----<br>This would be a very bad idea when writing big files.
<br>If i make a povray file of lets say 10 MB, in the case you mention i would need to write a 10 MB file and render (read) a 10 megabytes for each frame , instead of writing a 10.1 MB file once.<br><br>Also stating that the defines i mentioned are POVRay code.
<br>The advantage of that peace of code that it contains the history of the animation.<br>To post it this way<br><br>------<br> Objects could be visible only in<br>some frames. That all would be incredible difficult with the povray defines.
<br>-----<br>I'll be more explicity this time, maybe i am not expressing the things properly.<br><br>#if (clock > 0 ) // This is povray code and it should be generated (ONCE) by <br> the control points and the process of the kpov file format. where
<br> it would be added the animations control points and the tween basis<br> then it generates the "code" for povray to render (the every calculated frame)<br>
gf1 = 0.000000 ;<br> gf2 = 0.350000 ;<br> gf3 = -0.980922 ;<br> rf2 = 0.000000 ;<br>#end <br> #if (clock > 1 )<br> gf1 = 0.000000 ;<br> gf2 = 0.350000 ;<br> gf3 = -0.962587 ;
<br> rf2 = 0.049835 ;<br>#end <br><br>