You could use my LDCad's scripting feature to animate the parts appearing. The simplest way (in a non mpd) is to just loop trough all references and show them based on time.
script (could not attach as .lua is not allowed)
Just copy it into a .lua file and place it alongside in the model's folder. Afterwords you link it using the header dialog.
If you want more advanced things happening like the pieces flying etc you'll need to get you hands dirty using some (matrix) math.
Downside: At the moment you can only export the OpenGL rendering, but I'm planning to add pov-ray export in 1.6
script (could not attach as .lua is not allowed)
Code:
function register()
local ani=ldc.animation('build')
ani:setLength(15)
ani:setEvent('frame', 'onFrame')
end
function onFrame()
local ani=ldc.animation.getCurrent()
local sf=ldc.subfile()
local cnt=sf:getRefCount()
local thres=ani:getFrameTime()/ani:getLength()*cnt
for i=1,cnt do
sf:getRef(i):setVisible(i<=thres)
end
end
register()
Just copy it into a .lua file and place it alongside in the model's folder. Afterwords you link it using the header dialog.
If you want more advanced things happening like the pieces flying etc you'll need to get you hands dirty using some (matrix) math.
Downside: At the moment you can only export the OpenGL rendering, but I'm planning to add pov-ray export in 1.6