Problem Scripting Time Scale For Animation
Posted: 22.09.2013, 16:36
Hi,
First -- Celestia is a fantastic piece of work. Thank you, thank you.
I'm creating a Solar System animation using Celestia. The animation starts at the surface of the sun and then zooms out revealing the orbits of the inner planets. I have a celx script for this and I mostly have it working except for one little glitch. As I zoom out I increase the speed at which time elapses to match the scale that we're looking at.
Near the surface of the Sun I have it running about 10 times faster so I can see the the vortices and prominences moving (I'm using one of the really nice Solar textures made avail by the community).
As you zoom out to the innermost planets I kick it up to about 150x to show the orbits of the planets. (Looks pretty sweet as I sync'd it to a conjunction of Halley's comet and mars).
Between these two points is where I have the problem. Even though the sun looks good as it zooms out, the dramatically increased time scale makes the sun rotate so fast that the flares and other effects create a fuzzy hash which just looks nasty.
I've thought of several ways to fix this:
1. Switch solar models to one without flares before I speed up time dramatically. (Don't know if I can do this in the sim)
2. Set the rotation period of the sun to some very slow rate -- or zero. (Don't know how to do this in the sim)
3. Leave the sun enabled, but somehow remove it from the simulation. (can this be done?)
4. Run the animation twice. Once with the cool solar prominences and once with a simple solar model. Use a video editor to cut between sims right at the point where the sun goes too fast.
Any help would be greatly appreciated.
Thanks,
eris
First -- Celestia is a fantastic piece of work. Thank you, thank you.
I'm creating a Solar System animation using Celestia. The animation starts at the surface of the sun and then zooms out revealing the orbits of the inner planets. I have a celx script for this and I mostly have it working except for one little glitch. As I zoom out I increase the speed at which time elapses to match the scale that we're looking at.
Near the surface of the Sun I have it running about 10 times faster so I can see the the vortices and prominences moving (I'm using one of the really nice Solar textures made avail by the community).
As you zoom out to the innermost planets I kick it up to about 150x to show the orbits of the planets. (Looks pretty sweet as I sync'd it to a conjunction of Halley's comet and mars).
Between these two points is where I have the problem. Even though the sun looks good as it zooms out, the dramatically increased time scale makes the sun rotate so fast that the flares and other effects create a fuzzy hash which just looks nasty.
I've thought of several ways to fix this:
1. Switch solar models to one without flares before I speed up time dramatically. (Don't know if I can do this in the sim)
2. Set the rotation period of the sun to some very slow rate -- or zero. (Don't know how to do this in the sim)
3. Leave the sun enabled, but somehow remove it from the simulation. (can this be done?)
4. Run the animation twice. Once with the cool solar prominences and once with a simple solar model. Use a video editor to cut between sims right at the point where the sun goes too fast.
Any help would be greatly appreciated.
Thanks,
eris