Did you do that test with a python plugin? It will always be slower then Maya's method. Also, rivets aren't GPU friendly so things are a lot slower
On Sat, Nov 24, 2018 at 8:07 AM zhen huang <qeej...@gmail.com> wrote: > Hi , > > I've done for the custom follicle , and found the speed is much slower > than maya follicle . > > So I did what @Angelo mentioned method to have another plugin with 3 > points orthonormal coordinate . The inputs is 5 , index of A,B,C point and > UV , so sad even this simple pure math function can't run faster than maya > follicle , > the frame rate of 3 points method is around 16 fps with 1000 rivets , (I > just did crossing from BA and CA , define the U from A to BC , define V > from AB to BC , to have the tangent and position , basic simple math > operation ). > and maya follicle in same number is around 60 fps > > What a terrible result that I've done all I can do , please help and > discuss if you got anything about this topic . > > Thanks , > > 在 2018年11月21日星期三 UTC+8下午11:52:04,zhen huang写道: >> >> Hey , before going to C++ I wrote a python script to verify , it works >> great , the behavior totally same as maya default follicle . >> >> [image: 02.png][image: 03.png][image: 01.png] >> >> >> As you can see , I test with 2 poly cubes with same manually tweaked UV , >> the method works both hard edge and soft edge . Post the script below just >> a feedback of this subject. >> >> >> Currently not sure the speed yet , cos it hasn't been converted to C++ . >> Will have a final feedback about this method . Thanks ! >> >> >> >> >> import maya.OpenMaya as om >> >> import pymel.core as pm >> >> >> def getDagPath(node): >> >> selectionList = om.MSelectionList() >> >> selectionList.add(node) >> >> pathNode = om.MDagPath() >> >> selectionList.getDagPath(0, pathNode) >> >> return pathNode >> >> >> >> ###### inputs >> >> meshShape = 'pCubeShape1' >> >> #uv = [0.415 , 0.495] >> >> uvs = [(0.415,0.495) , (0.339 , 0.535)] >> >> >> ### use pymel to get api function and dag path >> >> #pmm = pm.PyNode('pCubeShape1') >> >> #dag = pmm.__apimdagpath__() >> >> #fm = pmm.__apimfn__() >> >> >> ### use api to get function and dag path >> >> dag = getDagPath(meshShape) >> >> fm = om.MFnMesh(dag) >> >> >> >> ###### compute start >> >> ### >> >> util2 = om.MScriptUtil() >> >> ### define normal tangents >> >> normal = om.MVector() >> >> uTangent = om.MVector() >> >> vTangent = om.MVector() >> >> ### define pos MPoint >> >> pos = om.MPoint(0.0,0.0,0.0) >> >> ### walk through meshPolygon , try to just walk through just one time for >> multiply inputs to save calculation time >> >> faceIndex = -1 >> >> mit = om.MItMeshPolygon(dag) >> >> outMatrixes = om.MMatrixArray() >> >> while not mit.isDone(): >> >> for uv in uvs: >> >> util2.createFromList(uv , 2) >> >> float2ParamUV = util2.asFloat2Ptr() >> >> try: >> >> mit.getAxisAtUV(normal,uTangent , vTangent , float2ParamUV) >> >> mit.getPointAtUV(pos,float2ParamUV) >> >> #print '+++ +++' , mit.index() >> >> #print list(normal) , list(uTangent) , list(vTangent) , list(pos) >> >> faceIndex = mit.index() >> >> ### start to build matrix >> >> normal.normalize() >> >> ### get none shear tangents >> >> newVTangent = uTangent ^ normal >> >> newUTangent = normal ^ newVTangent >> >> newVTangent.normalize() >> >> newUTangent.normalize() >> >> newUTangent = newUTangent*-1 >> >> ###### output , return matrixices and faceIndex >> >> ### write om matrix , can change axis order here >> >> matrix = om.MMatrix() >> >> for x in xrange(3): >> >> om.MScriptUtil.setDoubleArray(matrix[0], x, newUTangent[x]) >> >> om.MScriptUtil.setDoubleArray(matrix[1], x, newVTangent[x]) >> >> om.MScriptUtil.setDoubleArray(matrix[2], x, normal[x]) >> >> om.MScriptUtil.setDoubleArray(matrix[3], x, pos[x]) >> >> outMatrixes.append(matrix) >> >> except: >> >> #print '--- ---' , mit.index() >> >> pass >> >> mit.next() >> >> ### >> >> >> >> >> >> ### test in pymel >> >> for i in range(outMatrixes.length()): >> >> pmatrix = pm.dt.Matrix(outMatrixes[i]) >> >> ll = pm.spaceLocator() >> >> pm.xform(ll,ws = 1 , m = pmatrix) >> >> >> >> >> >> 在 2018年11月21日星期三 UTC+8下午2:19:04,Zhen Huang写道: >>> >>> Thanks Michael , I found a api function to have the correctly normal and >>> tangents depends on UV directions which called MItMeshPolygon.getAxisAtUV , >>> perfectly matched follicle's behavior , will post out soon . >>> >>> 在 2018年11月21日星期三 UTC+8上午11:54:23,Michael Boon写道: >>>> >>>> You can get the tangent and binormal at each corner of a face of a >>>> MFnMesh. Those are based on the UV directions. You would have to choose >>>> one, or interpolate for a position in the middle of a face. >>>> >>>> On Wednesday, 21 November 2018 00:54:52 UTC+11, Angelo wrote: >>>>> >>>>> I recommend you get Chad Vernon's "Applied 3d Math" video tutorial >>>>> found here >>>>> <https://www.cgcircuit.com/course/applied-3d-math?affid=084fa76a5ad4e37ee02f0fb98fd229b4ed900c0c1aea6f5ba4e330927a0d65f606af5a9ebad4b731f8b6036fa27758765636bec02ae95f3f30765a390979b9c6> >>>>> . >>>>> >>>>> It goes over how to construct rotation from 3 points (basically a >>>>> rivet). >>>>> >>>>> On Tue, Nov 20, 2018 at 2:07 AM Zhen Huang <qeej...@gmail.com> wrote: >>>>> >>>>>> Seems a good idea , are you mind introduce more please . Thanks . >>>>>> >>>>>> I found the MFnMesh updated a lot , there is a getPointAtUV method . >>>>>> Position solved . >>>>>> >>>>>> How about rotation , any idea ? >>>>>> >>>>>> Normal can get from interpolation of 3 points normal . >>>>>> Tangent should base on UV , have no idea yet . >>>>>> >>>>>> 在 2018年11月19日星期一 UTC+8下午10:30:17,Angelo写道: >>>>>>> >>>>>>> Why not just use MFnMesh.getPoint? Build an orthonormal coordinate >>>>>>>> using connected points. >>>>>>> >>>>>>> -- >>>>>> You received this message because you are subscribed to the Google >>>>>> Groups "Python Programming for Autodesk Maya" group. >>>>>> To unsubscribe from this group and stop receiving emails from it, >>>>>> send an email to python_inside_maya+unsubscr...@googlegroups.com. >>>>>> To view this discussion on the web visit >>>>>> https://groups.google.com/d/msgid/python_inside_maya/fd0ea781-6f68-4574-a9cb-ca7fb32bbbc2%40googlegroups.com >>>>>> <https://groups.google.com/d/msgid/python_inside_maya/fd0ea781-6f68-4574-a9cb-ca7fb32bbbc2%40googlegroups.com?utm_medium=email&utm_source=footer> >>>>>> . >>>>>> For more options, visit https://groups.google.com/d/optout. >>>>>> >>>>> -- > You received this message because you are subscribed to the Google Groups > "Python Programming for Autodesk Maya" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to python_inside_maya+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/python_inside_maya/32d4b06e-7f02-4d07-ae88-2830a62a902d%40googlegroups.com > <https://groups.google.com/d/msgid/python_inside_maya/32d4b06e-7f02-4d07-ae88-2830a62a902d%40googlegroups.com?utm_medium=email&utm_source=footer> > . > For more options, visit https://groups.google.com/d/optout. > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. 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