2023年3月30日木曜日

aaa






import bpy
import math


zion_collection_name = "円柱 光時計"

# コレクションを作成する
col = bpy.data.collections.new(zion_collection_name)
bpy.context.scene.collection.children.link(col)





#ikaを改造

# 速度基準 えんばん X 軸 ana 方向 Y_回転_True 

import bpy
import math
from mathutils import Matrix
from math import radians



# 速度調整
zousoku = 1.0
vvv_velocity =0.01


# 基準速度の X軸を進む えんばん の 名前
zion_obj = "光時計 tate 0330"
zion_camera ="光時計 tate 0330 cam"
zion_cam_location = (0.0, 0.0, 0.0)
zion_radius = 1.0
zion_depth = 120.0


# スタート時の えんばん 中心
zion_sx = 0.0
zion_sy = 0.0
zion_sz = 0.0


# flame = 600 エンド時の えんばん 中心
zion_ex = 30.0
zion_ey = 0.0
zion_ez = 0.0



# 球体_center  円板の中心
zion_maboroshi_radius = 1.6
zion_maboroshi_subdivisions = 32

zion_ball_center  = "イメージ中心 球体"
zion_ball_center_camera = "イメージ中心 球体 cam"



# Y軸 方向 幻想球体の名前

zion_ball_plus_y_obj = "幻 +y 球体"
zion_ball_plus_y_camera = "幻 +y 球体 cam"

zion_ball_minus_y_obj = "幻 -y 球体"
zion_ball_minus_y_camera = "幻 -y 球体 cam"

# 幻想球体+y 移動
zion_y_plus_zure = 30

# 幻想球体-y 移動
zion_y_minus_zure = -30




# Y軸 方向 真理球体の名前

zion_ball_plus_yr_obj = "真 +y 球体"
zion_ball_plus_yr_camera ="真 +y 球体 cam"

zion_ball_minus_yr_obj = "真 -y 球体"
zion_ball_minus_yr_camera ="真 -y 球体 cam"

# 真理 球体 +y 移動
zion_y_plus_real_zure = 30

# 真理 球体 -y 移動
zion_y_minus_real_zure = -30




zion_ry_plus_end_pos = ( zion_sx, zion_sy + zion_y_plus_real_zure , zion_sz )
zion_ry_minus_end_pos = ( zion_sx, zion_sy + zion_y_minus_real_zure , zion_sz )




# 以下 ほぼ設定 いじらないで良し




# Set a flag to indicate whether to apply the rotation or not

zion_xx_apply_rotation = True
zion_yy_apply_rotation = False
zion_zz_apply_rotation = False

zion_start_pos = (zion_sx, zion_sy, zion_sz)
zion_end_pos = (zion_ex, zion_ey, zion_ez)



# Create a cylinder object
bpy.ops.mesh.primitive_cylinder_add(radius=zion_radius, depth=zion_depth, location=(zion_sx, zion_sy, zion_sz))


# Get a reference to the newly created object
obj = bpy.context.active_object


# Create a rotation matrix for a 90 degree rotation around the x-axis if apply_rotation is True
if zion_xx_apply_rotation:
    rotation_matrix = Matrix.Rotation(radians(90.0), 4, 'X')
else:
    rotation_matrix = Matrix.Identity(4)

# Apply the rotation to the object's world matrix
obj.matrix_world @= rotation_matrix


# Create a rotation matrix for a 90 degree rotation around the y-axis if apply_rotation is True
if zion_yy_apply_rotation:
    rotation_matrix = Matrix.Rotation(radians(90.0), 4, 'Y')
else:
    rotation_matrix = Matrix.Identity(4)

# Apply the rotation to the object's world matrix
obj.matrix_world @= rotation_matrix



# Create a rotation matrix for a 90 degree rotation around the x-axis if apply_rotation is True
if zion_zz_apply_rotation:
    rotation_matrix = Matrix.Rotation(radians(90.0), 4, 'Z')
else:
    rotation_matrix = Matrix.Identity(4)

# Apply the rotation to the object's world matrix
obj.matrix_world @= rotation_matrix



# オブジェクトに名前を付ける
bpy.context.object.name = zion_obj



# Set start and end frames
start_frame = 1
end_frame = start_frame + 600

# Define the start and end positions
start_pos = zion_start_pos
end_pos = zion_end_pos



# Calculate the distance between start_pos and end_pos
distance = abs(math.sqrt((end_pos[0]-start_pos[0])**2 + (end_pos[1]-start_pos[1])**2 + (end_pos[2]-start_pos[2])**2))



chousei = 1 / distance # 斜め進みと flame の関係?

# Calculate the velocity required to move the sphere at a constant speed
velocity = (end_frame - start_frame) * vvv_velocity * chousei



# Move the sphere and cylinder from start_pos to end_pos at a constant speed
for i in range(start_frame, end_frame + 1):
    bpy.context.scene.frame_set(i)
    bpy.context.object.location = tuple(s + (e-s)*((i-start_frame)*velocity/distance) for s,e in zip(start_pos, end_pos))
    bpy.context.object.keyframe_insert(data_path="location", index=-1)
    bpy.context.object.keyframe_insert(data_path="scale", index=-1)

# Stop the sphere and cylinder from moving after reaching the end position
bpy.context.scene.frame_set(end_frame)
bpy.context.object.keyframe_insert(data_path="location", index=-1)
bpy.context.object.keyframe_insert(data_path="scale", index=-1)

# Set the waiting period
wait_frames = 30
end_frame += wait_frames

# Set the current frame to the end_frame
current_frame = end_frame

# Keep the sphere and cylinder at the end position and repeat the animation
repeat_frames = end_frame + 200
while True:
    current_frame += 1
    
    # Insert a keyframe at the current frame for the sphere and cylinder's location and scale
    bpy.context.scene.frame_set(current_frame)
    bpy.context.object.location = end_pos
    bpy.context.object.keyframe_insert(data_path="location", index=-1)
    bpy.context.object.keyframe_insert(data_path="scale", index=-1)
    
    # Stop the loop if current_frame reaches repeat_frames
    if current_frame == repeat_frames:
        break



# Add a camera and set its position
cam_data = bpy.data.cameras.new('Camera')
cam_data.lens = 600.0  # set focal length to 50mm (zoomed in)
cam = bpy.data.objects.new('Camera', cam_data)
bpy.context.scene.collection.objects.link(cam)
cam.location = zion_cam_location

cam.name = zion_camera

# Add a track constraint to the camera to follow the sphere
track_constraint = cam.constraints.new(type='TRACK_TO')
track_constraint.target = bpy.context.object
track_constraint.track_axis



# import bpy

# アクティブなシーンを取得する
scene = bpy.context.scene

# 開始フレームを1に設定する
scene.frame_start = 1

# 終了フレームを640に設定する
scene.frame_end = 640
















#ikaを改造

# 速度基準 えんばん X 軸 ana 方向 Y_回転_True 

import bpy
import math
from mathutils import Matrix
from math import radians



# 速度調整
zousoku = 1.0
vvv_velocity =0.01


# 基準速度の X軸を進む えんばん の 名前
zion_obj = "光時計 0330"
zion_camera ="光時計 0330 cam"
zion_cam_location = (0.0, 0.0, 0.0)
zion_radius = 3.0
zion_depth = 120.0


# スタート時の えんばん 中心
zion_sx = 0.0
zion_sy = 0.0
zion_sz = 0.0


# flame = 600 エンド時の えんばん 中心
zion_ex = 30.0
zion_ey = 0.0
zion_ez = 0.0



# 球体_center  円板の中心
zion_maboroshi_radius = 1.6
zion_maboroshi_subdivisions = 32

zion_ball_center  = "イメージ中心 球体"
zion_ball_center_camera = "イメージ中心 球体 cam"



# Y軸 方向 幻想球体の名前

zion_ball_plus_y_obj = "幻 +y 球体"
zion_ball_plus_y_camera = "幻 +y 球体 cam"

zion_ball_minus_y_obj = "幻 -y 球体"
zion_ball_minus_y_camera = "幻 -y 球体 cam"

# 幻想球体+y 移動
zion_y_plus_zure = 30

# 幻想球体-y 移動
zion_y_minus_zure = -30




# Y軸 方向 真理球体の名前

zion_ball_plus_yr_obj = "真 +y 球体"
zion_ball_plus_yr_camera ="真 +y 球体 cam"

zion_ball_minus_yr_obj = "真 -y 球体"
zion_ball_minus_yr_camera ="真 -y 球体 cam"

# 真理 球体 +y 移動
zion_y_plus_real_zure = 30

# 真理 球体 -y 移動
zion_y_minus_real_zure = -30




zion_ry_plus_end_pos = ( zion_sx, zion_sy + zion_y_plus_real_zure , zion_sz )
zion_ry_minus_end_pos = ( zion_sx, zion_sy + zion_y_minus_real_zure , zion_sz )




# 以下 ほぼ設定 いじらないで良し




# Set a flag to indicate whether to apply the rotation or not

zion_xx_apply_rotation = False
zion_yy_apply_rotation = False
zion_zz_apply_rotation = False

zion_start_pos = (zion_sx, zion_sy, zion_sz)
zion_end_pos = (zion_ex, zion_ey, zion_ez)



# Create a cylinder object
bpy.ops.mesh.primitive_cylinder_add(radius=zion_radius, depth=zion_depth, location=(zion_sx, zion_sy, zion_sz))


# Get a reference to the newly created object
obj = bpy.context.active_object


# Create a rotation matrix for a 90 degree rotation around the x-axis if apply_rotation is True
if zion_xx_apply_rotation:
    rotation_matrix = Matrix.Rotation(radians(90.0), 4, 'X')
else:
    rotation_matrix = Matrix.Identity(4)

# Apply the rotation to the object's world matrix
obj.matrix_world @= rotation_matrix


# Create a rotation matrix for a 90 degree rotation around the y-axis if apply_rotation is True
if zion_yy_apply_rotation:
    rotation_matrix = Matrix.Rotation(radians(90.0), 4, 'Y')
else:
    rotation_matrix = Matrix.Identity(4)

# Apply the rotation to the object's world matrix
obj.matrix_world @= rotation_matrix



# Create a rotation matrix for a 90 degree rotation around the x-axis if apply_rotation is True
if zion_zz_apply_rotation:
    rotation_matrix = Matrix.Rotation(radians(90.0), 4, 'Z')
else:
    rotation_matrix = Matrix.Identity(4)

# Apply the rotation to the object's world matrix
obj.matrix_world @= rotation_matrix



# オブジェクトに名前を付ける
bpy.context.object.name = zion_obj



# Set start and end frames
start_frame = 1
end_frame = start_frame + 600

# Define the start and end positions
start_pos = zion_start_pos
end_pos = zion_end_pos



# Calculate the distance between start_pos and end_pos
distance = abs(math.sqrt((end_pos[0]-start_pos[0])**2 + (end_pos[1]-start_pos[1])**2 + (end_pos[2]-start_pos[2])**2))



chousei = 1 / distance # 斜め進みと flame の関係?

# Calculate the velocity required to move the sphere at a constant speed
velocity = (end_frame - start_frame) * vvv_velocity * chousei



# Move the sphere and cylinder from start_pos to end_pos at a constant speed
for i in range(start_frame, end_frame + 1):
    bpy.context.scene.frame_set(i)
    bpy.context.object.location = tuple(s + (e-s)*((i-start_frame)*velocity/distance) for s,e in zip(start_pos, end_pos))
    bpy.context.object.keyframe_insert(data_path="location", index=-1)
    bpy.context.object.keyframe_insert(data_path="scale", index=-1)

# Stop the sphere and cylinder from moving after reaching the end position
bpy.context.scene.frame_set(end_frame)
bpy.context.object.keyframe_insert(data_path="location", index=-1)
bpy.context.object.keyframe_insert(data_path="scale", index=-1)

# Set the waiting period
wait_frames = 30
end_frame += wait_frames

# Set the current frame to the end_frame
current_frame = end_frame

# Keep the sphere and cylinder at the end position and repeat the animation
repeat_frames = end_frame + 200
while True:
    current_frame += 1
    
    # Insert a keyframe at the current frame for the sphere and cylinder's location and scale
    bpy.context.scene.frame_set(current_frame)
    bpy.context.object.location = end_pos
    bpy.context.object.keyframe_insert(data_path="location", index=-1)
    bpy.context.object.keyframe_insert(data_path="scale", index=-1)
    
    # Stop the loop if current_frame reaches repeat_frames
    if current_frame == repeat_frames:
        break



# Add a camera and set its position
cam_data = bpy.data.cameras.new('Camera')
cam_data.lens = 600.0  # set focal length to 50mm (zoomed in)
cam = bpy.data.objects.new('Camera', cam_data)
bpy.context.scene.collection.objects.link(cam)
cam.location = zion_cam_location

cam.name = zion_camera

# Add a track constraint to the camera to follow the sphere
track_constraint = cam.constraints.new(type='TRACK_TO')
track_constraint.target = bpy.context.object
track_constraint.track_axis



# import bpy

# アクティブなシーンを取得する
scene = bpy.context.scene

# 開始フレームを1に設定する
scene.frame_start = 1

# 終了フレームを640に設定する
scene.frame_end = 640











https://ia2023sha.blogspot.com/2023/03/blog-post_94.html


# 拡大 球体



import bpy

center = (0, 0, 0)
radius_start = 0
radius_end = 60
num_frames = 600

zousoku = 2.0

# Create a new sphere object
bpy.ops.mesh.primitive_uv_sphere_add(location=center)

# オブジェクトに名前を付ける
bpy.context.object.name = "x2 球30  大きくなる zousoku"


# Set the initial scale to zero
bpy.context.object.scale = (0, 0, 0)

# Animate the scale of the sphere from zero to the desired radius
for frame in range(num_frames):
    # Calculate the scale factor for the current frame
    scale_factor = radius_start + ((radius_end - radius_start) / num_frames) * frame * zousoku
    # Set the scale of the sphere for the current frame
    bpy.context.object.scale = (scale_factor, scale_factor, scale_factor)
    # Insert a keyframe for the scale of the sphere for the current frame
    bpy.context.object.keyframe_insert(data_path="scale", frame=frame)

# Insert a final keyframe for the scale of the sphere at the end of the animation
bpy.context.object.scale = (radius_end, radius_end, radius_end)
bpy.context.object.keyframe_insert(data_path="scale", frame=num_frames)






bbb

連番 007 未来光円錐 過去光円錐 円周中心からの球体放出

aaa 参考 2023年3月26日日曜日 製作 002b 未来光円錐の方向 線路レールで https://ia2023sha.blogspot.com/2023/03/002b.html import bpy import math zion_co...