Open dgets opened 6 years ago
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.
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)))
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.