home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!ogicse!uwm.edu!psuvax1!coral.bucknell.edu!bucknell.edu!cammarta
- From: cammarta@bucknell.edu (aaron cammarata `93)
- Newsgroups: comp.graphics
- Subject: RenderMan users, and motion question.
- Message-ID: <1dsdcdINN60t@coral.bucknell.edu>
- Date: 12 Nov 92 01:52:13 GMT
- Article-I.D.: coral.1dsdcdINN60t
- Distribution: world
- Organization: Bucknell University, Lewisburg, PA
- Lines: 25
- NNTP-Posting-Host: mizar.cs.bucknell.edu
-
-
- I'm currently working on an animation generated with RenderMan,
- and I'm running into a problem with motion.
- I'm generating the frames using a for loop to do transformations
- based on the frame number to give seamless motion, and I quickly found
- that it gave jumpy motion anyway. I changed it to accelerate based on
- frame# squared, and that gave better results. (*Much* better ;)
- My question is, does anyone know of a) an easier way to do motion that
- camera transformations before the WorldBegin, and b) any other way to move
- in a more realistic motion than x^2 acceleration.
- Finally, I am interested in starting correspondence with any other
- RenderMan users out there to trade ideas, shaders, etc. I took the
- "Writing RenderMan Shaders" course at SG '92, and I can help with that. I'd
- be interested in writing a shader as a team, as well.
-
- --
-
- Aaron
-
-
- ==================================================================================
- cammarta@bucknell.edu| "Life is pain, Highness.
- B4ILUVU, UCT, RU | Anyone who says differently is selling something."
- 18 | "The Princess Bride"
- ==================================================================================
-