Why Does Avs Keep Changing!?!?!??!!?
YUS@@
17 posts
Originally posted by ;-c ,rattaplanactually, DON'T use the El-vis 3D method. REad the Tips and Tricks for better ways.
If you want to understand 3d/2d changing: Try to d/l Elvis' old Superscopes pack (no. 6 or so). It has an example of it totally explained. Rip that apart and try to understand it - it helps a LOT, at least it did for me. Write every part down and try to follow all variables. It's a lot of work, but well worth it.
Originally posted by ;-c ,rattaplanIgonre this advice. Its wrong. The EL-VIS 3D code may have been used to create some very amazing presets but codewise it is cack. Long winded, inefficient and difficult to read. Try using some much *much* simpler code. Tons of us have written much better 3D code and explained it in the forums, preset comments and such.
If you want to understand 3d/2d changing: Try to d/l Elvis' old Superscopes pack (no. 6 or so). It has an example of it totally explained. Rip that apart and try to understand it - it helps a LOT, at least it did for me. Write every part down and try to follow all variables. It's a lot of work, but well worth it.
x1, y1, z1 set at the top are used just like x and y. dst and scale have to be replaced by constants and these represent the distance into the screen that the origin is and a scaling factor on the z-axis to control how much perspective there is. Usually I use dst=2 and scale = 0.5 to give z1=1/(2+z1*0.5);. rx, ry, rz are the rotations around the three axes, when these are all zero the z axis points through the screen and x and y are their usual selves.
per frame:
rx=...;ry=...;rz=...;crx=cos(rx);srx=sin(rx);cry=cos(ry);sry=sin(ry);crz=cos(rz);srz=sin(rz);asp=h/w;
per point:
x1=...;
y1=...;
z1=...;
x2=x1*crz-y1*srz;
y2=x1*srz+y1*crz;
x1=x2*cry+z1*sry;
z2=-x2*sry+z1*cry;
y1=y2*crx-z2*srx;
z1=y2*srx+z2*crx;
z1=1/(dst+z1*scale);
x=x1*z1;
y=y1*z1;
x=x*asp;