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- When animating objects with solid textures, the textures must move with
- the object, i.e. apply the same rotate or translate functions to the texture
- as to the object itself. This is now done automatically if the transforma-
- tions are placed _after_ the texture block. For example:
- shape { ...
- pigment { ... }
- scale < ... >
- }
- will scale the shape and pigment texture by the same amount, while:
- shape { ...
- scale < ... >
- pigment { ... }
- }
- will scale the shape, but not the pigment.
-
- Constants can be declared for most of the data types in the program in-
- cluding floats and vectors. By writing these to #include files, you can
- easily separate the parameters for an animation into a separate file.
-
- Some examples of declared constants would be:
- #declare Y_Rotation = 5.0 * clock
- #declare ObjectRotation = <0, Y_Rotation, 0>
- #declare MySphere = sphere { <0, 0, 0>, 1.1234 }
-
- Other examples can be found scattered throughout the sample scene files.
-
- Get a hold of DTA.EXE (Dave's Targa Animator) for creating .FLI/.FLC ani-
- mations. AAPLAY.EXE and PLAY.EXE are common viewers for this type of file.
-
- When moving the camera in an animation (or placing one in a still image,
- for that matter) avoid placing the camera directly over the origin. This
- will cause very strange errors. Instead, move off center slightly and avoid
- hovering directly over the scene.
-