Re: Setting data on a particle based off data from another particle in the same cloud
Hi Alan, https://dl.dropboxusercontent.com/u/69741069/cross_querying.rar Not sure if this is what you're after but it establishes a relationship between the parent and the clone which enables the parent to later query the clone's attributes and set data on itself. It's quite hacky in that the only way I could quickly get a parent to know which particles it had cloned was via Get Closest Points on instantiation of the clones. In this scene the parent looks up the second strand position in the clone and shows you the resulting vector. I tried to figure out the ID allocation (making assumptions, for example, that the cloned particle would have the next ID along from its parent but that didn't seem to work) and it would be interesting to understand better how ICE allocates IDs to clones. On the other hand, I think it would be more elegant to do your stuff the other way round - it's always much easier to give a clone the id of its parent since it can directly inherit a custom attribute based on the original particles ID and then always find it again using ID to Location. So, in your case, maybe have the strand on the original particle and querying that from the cloned one (using the easier ID to Location stuff)? Julian
Re: Setting data on a particle based off data from another particle in the same cloud
Maybe you're not getting the right ID to look up the strandpoints on? On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman alan.fregt...@gmail.comwrote: I thought that too, but it's not cutting it. :( The do stuff part doesn't get any StrandPosition data for the points without strands. (Tried both ID to Location Point Index to Location.) On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney moloney.cia...@gmail.comwrote: Point ID to location get strand positions do stuff Set Self.Orientation Ciaran On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.comwrote: Hey guys, Scratching my head over this... So, I have two sets of particles. One is emitted then a second particle is born (via Clone Point) and this one gets some strand stuff. This one follows the original's motion. I wanna align the first particle to the strands' tangent from the second particle. I got this working when it was all with one set of particle, but now that I separated them, I'm a little lost with the context. Getting self.StrandPosition to work out the tangents sets the context to per-point and so if I set any data it does it to that original point I read the StrandPosition from, therefore I end up affecting my strandy particles, not the original. Any idea how I can get the StrandPosition from the strandy particles and have it so when I set the Orientation I do so on the original first set of particles? Any help appreciated. Cheers, -- Alan
Re: Short introduction and a big hello.
Hi Ben, Yes i remember Ivan was non stop on the mailing list. I thing we started using Crate nearly two years ago and it was a game changer from day one. On Wed, Jul 17, 2013 at 12:28 AM, Ben Houston b...@exocortex.com wrote: Hello! Crater Studio and Ivan rock. Ivan was really helpful in polishing the Exocortex Crate product. Sent from my phone. On Jul 16, 2013 5:49 AM, Ognjen Vukovic ognj...@gmail.com wrote: Hi guys, I have been browsing around through the mailing list for the past couple of days and i thought it would be correct to just drop in with a little introduction and to say hello to everyone here. Firstly i would like to proclaim my love the software that is Softimage , i think i got involved with it when a really cool guy at my previous work place,Ivan Vasiljevic got us to change our lighting pipeline to Softimage from Maya a couple of years ago, and since then its really been a smooth ride. No unexplainable bugs( well there was this one time... :) ), no random crashes and defiantly less nights of debugging scenes till your eyes go red and a lot more productivity... All i have to say is that it defiantly changed the way i perceived my work and brought in a whole new level of fun to it :). So even if i am a bit late i would like to thank the guys at Softimage 3D for starting it all... Also a big hello to everyone here on the mailing list, hope you guys are out there somewhere also enjoying your work as i am, and its a pleasure to be here. Thanks for taking the time to read this fan-boy drivel :) Cheers, Ogi.
RE: OT: Pacific Rim
And Vincent is too modest but he and his partner also crunched some fluid shots like crazy for ILM Vancouver... Vacation for the next two weeks for me and I almost hope it rain so I don't feel guilty to go see all of this summer's line up! ;) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin Sent: 15 juillet 2013 16:14 To: softimage Subject: Re: OT: Pacific Rim Congrats guys, top notch work! I also enjoyed the film very much, it was a lot more entertaining than the average Marvel that try to be so serious. IMHO Del Toro did a good job, you can feel his personality throughout the humor, colors and ubiquitous geekiness :-) On Mon, Jul 15, 2013 at 3:59 PM, Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com wrote: Alan, I saw Pacific Rim in Imax 3D and was absolutely blown away! In my opinion, it's the film that is best suited for Imax 3D projection. Other films may be fun to watch like that, but Pacific Rim really steps it up. Major ass was kicked in the making of this film. Congrats to you Alan, and everyone else at Rodeo! Impressive stuff, and glad to know Soft was used! I don't really understand the naysayers complaining of thin plots. Who would possibly be naive enough to go see this film for any other reason than to satisfy the 10-yr old kid in you? It's all over the previews! Don't fool yourself... you know why you're there! :-D -Tim On 7/15/2013 2:41 PM, David Gallagher wrote: Congratulations! On 7/15/2013 3:07 PM, Alan Fregtman wrote: Hey guys, A lot of people say Softimage doesn't get used much in movies, so I personally love to hear stories when it does happen. Therefore, I wanted to share some details with you. :) I'm the lead rigger at Rodeo FX http://rodeofx.com and we did all of the interiors of the control pods (the cockpits, that is), including the visors, foot actuators mechanical stilts, some digidoubles, etc. (except the holograms/UI graphics that were done by the folks at Hybride.) We also had the chance of doing our first organic creature, the brain in the lab (which involved a lot of gross ICE deformations), as well as many beautiful matte paintings and a couple of helicopters. Overall, we did over a hundred shots. CG was done in Softimage and as far as I know it was all rendered in our favourite renderer, Arnold! We'd still be rendering today if Mentalray had been used. :p We threw countless ~8k textures with displacement and stupid amounts of topology, and good ol' Arnie performed like a champ. The stilts (the leg controls in the cockpit) had anything from 1500 to 2500 separate meshes and on average about 150 segments (solid groups of parts that moved as one.) Once we identified the segments by the end we had a rig of Arnold stand-ins with each segment saved as one ass file, and low-res geo representing that segment constrained to some part of the rig. It then became relatively light to have the standins rigged instead of the full raw geo, and it made it quite easy to replace parts or textures later in the pipeline during or after animation. (Also caching was a piece of cake in this scenario, as we only needed to plot the segment nulls instead of thousands of meshes or pointcaching anything.) On the brain there was procedural pulsing animation driven by ICE deformers. Globules would breathe, a heart-like organ would pump its ventricles intermittently and an intestine-like organ flowed with bulges travelling along its tract. It was gross and (in my opinion) kind of awesome. lol Speaking of ICE, there was a kind of lettuce behind the brain that was also moving a bit. The modeling was done with strips that were procedurally curled and then if I remember correctly the whole thing was driven via Syflex as the brain gently floated. This lettuce thing was handled by another guy on this mailing list, my coworker and friend Jonathan Laborde. Maybe if he's reading this he can give more details of how he used ICE in a few other shots. It was crazy fun project to work on. Fingers crossed that Pacific Rim 2 becomes a reality. :) Anyway, did you guys go see it? What'd you think? Oh and speaking of other movies, we did a ton of work in Now You See Me as well, including hundreds of stadium dudes with our propietary ICE static crowd system, falling/flying money, cg bubbles, an art-directed liquid, lockpicking, flying cards, many vehicles, the projected motiongraphics near the end and a few invisible fx. (I feel like I probably missed something, but anyway, we did a lot.) We were the main vfx vendor on that film, delivering just over 20 minutes worth of vfx magic (pun intended.) Again, Soft Arnold and lots of effects in ICE all throughout. Cheers, -- Alan --
Re: Setting data on a particle based off data from another particle in the same cloud
If you clone the points clone the id into a new attribute, then you know which particle is the parent. And add a attribute that it's a clone. You can use that later to decide not to put orientation values on. Build a set from you tangent, whatever values and then you can select the corresponding value from that set. I'm not in front of a computer right now, but I'll have a quick look at it if you don't get it working. Chris -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com gesendet von meinem iDing Am 17.07.2013 um 12:02 schrieb Ciaran Moloney moloney.cia...@gmail.com: Maybe you're not getting the right ID to look up the strandpoints on? On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman alan.fregt...@gmail.com wrote: I thought that too, but it's not cutting it. :( The do stuff part doesn't get any StrandPosition data for the points without strands. (Tried both ID to Location Point Index to Location.) On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Point ID to location get strand positions do stuff Set Self.Orientation Ciaran On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Hey guys, Scratching my head over this... So, I have two sets of particles. One is emitted then a second particle is born (via Clone Point) and this one gets some strand stuff. This one follows the original's motion. I wanna align the first particle to the strands' tangent from the second particle. I got this working when it was all with one set of particle, but now that I separated them, I'm a little lost with the context. Getting self.StrandPosition to work out the tangents sets the context to per-point and so if I set any data it does it to that original point I read the StrandPosition from, therefore I end up affecting my strandy particles, not the original. Any idea how I can get the StrandPosition from the strandy particles and have it so when I set the Orientation I do so on the original first set of particles? Any help appreciated. Cheers, -- Alan
Re: Setting data on a particle based off data from another particle in the same cloud
I guess I don't understand the problemwhy not do just ID to Location strand positions ? It's quick and gives you the array you need right away. On Wed, Jul 17, 2013 at 1:29 PM, Leonard Koch leonardkoch...@gmail.comwrote: Hm somehow my first email didn't get through. The trick is to turn the per point data into arrays, use a lot of find in array nodes and to calculate the direction vector on the strand particles instead of trying to get the strand data from them and then calculating it on the other particles. Hope this helps. Here you can download the scene: https://leonard-koch.squarespace.com/s/SeparatingStrandsAndParticlesForAlan.scn And here is the image of the ice tree used in the scene On Wed, Jul 17, 2013 at 2:07 PM, Christian Keller chris3...@me.comwrote: If you clone the points clone the id into a new attribute, then you know which particle is the parent. And add a attribute that it's a clone. You can use that later to decide not to put orientation values on. Build a set from you tangent, whatever values and then you can select the corresponding value from that set. I'm not in front of a computer right now, but I'll have a quick look at it if you don't get it working. Chris -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com gesendet von meinem iDing Am 17.07.2013 um 12:02 schrieb Ciaran Moloney moloney.cia...@gmail.com: Maybe you're not getting the right ID to look up the strandpoints on? On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman alan.fregt...@gmail.comwrote: I thought that too, but it's not cutting it. :( The do stuff part doesn't get any StrandPosition data for the points without strands. (Tried both ID to Location Point Index to Location.) On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Point ID to location get strand positions do stuff Set Self.Orientation Ciaran On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Hey guys, Scratching my head over this... So, I have two sets of particles. One is emitted then a second particle is born (via Clone Point) and this one gets some strand stuff. This one follows the original's motion. I wanna align the first particle to the strands' tangent from the second particle. I got this working when it was all with one set of particle, but now that I separated them, I'm a little lost with the context. Getting self.StrandPosition to work out the tangents sets the context to per-point and so if I set any data it does it to that original point I read the StrandPosition from, therefore I end up affecting my strandy particles, not the original. Any idea how I can get the StrandPosition from the strandy particles and have it so when I set the Orientation I do so on the original first set of particles? Any help appreciated. Cheers, -- Alan
Re: Setting data on a particle based off data from another particle in the same cloud
@ Julian Leonard, Thank you guys. I will check your scenes and explanations when I get home later. @Ciaran, It does, but only so for the particles with strands. Particles without strands get filtered out of the logic. So even though I can work out the orientation I need from the location StrandPosition's, when I set self.Orientation, it only sets it for the strandy particles, not the others. That's my main problem. How do I force my set on self.Orientation to be on the original particle IDs? On Wed, Jul 17, 2013 at 9:28 AM, Ciaran Moloney moloney.cia...@gmail.comwrote: I guess I don't understand the problemwhy not do just ID to Location strand positions ? It's quick and gives you the array you need right away. On Wed, Jul 17, 2013 at 1:29 PM, Leonard Koch leonardkoch...@gmail.comwrote: Hm somehow my first email didn't get through. The trick is to turn the per point data into arrays, use a lot of find in array nodes and to calculate the direction vector on the strand particles instead of trying to get the strand data from them and then calculating it on the other particles. Hope this helps. Here you can download the scene: https://leonard-koch.squarespace.com/s/SeparatingStrandsAndParticlesForAlan.scn And here is the image of the ice tree used in the scene On Wed, Jul 17, 2013 at 2:07 PM, Christian Keller chris3...@me.comwrote: If you clone the points clone the id into a new attribute, then you know which particle is the parent. And add a attribute that it's a clone. You can use that later to decide not to put orientation values on. Build a set from you tangent, whatever values and then you can select the corresponding value from that set. I'm not in front of a computer right now, but I'll have a quick look at it if you don't get it working. Chris -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com gesendet von meinem iDing Am 17.07.2013 um 12:02 schrieb Ciaran Moloney moloney.cia...@gmail.com : Maybe you're not getting the right ID to look up the strandpoints on? On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman alan.fregt...@gmail.comwrote: I thought that too, but it's not cutting it. :( The do stuff part doesn't get any StrandPosition data for the points without strands. (Tried both ID to Location Point Index to Location.) On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Point ID to location get strand positions do stuff Set Self.Orientation Ciaran On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Hey guys, Scratching my head over this... So, I have two sets of particles. One is emitted then a second particle is born (via Clone Point) and this one gets some strand stuff. This one follows the original's motion. I wanna align the first particle to the strands' tangent from the second particle. I got this working when it was all with one set of particle, but now that I separated them, I'm a little lost with the context. Getting self.StrandPosition to work out the tangents sets the context to per-point and so if I set any data it does it to that original point I read the StrandPosition from, therefore I end up affecting my strandy particles, not the original. Any idea how I can get the StrandPosition from the strandy particles and have it so when I set the Orientation I do so on the original first set of particles? Any help appreciated. Cheers, -- Alan
Re: OT: Pacific Rim
So why doesn't RodeoFX have a blog where you can post this in more detail. :-) -ben On Wed, Jul 17, 2013 at 12:12 AM, Alan Fregtman alan.fregt...@gmail.comwrote: Uh-oh! lol artofvfx.com has posted an article on our work for *Now You See Me*. You can see some nice before after pics: http://www.artofvfx.com/?p=4669 ** Before: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03B.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04B.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05B.jpg ** After: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03A.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04A.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05A.jpg (falling ICE money simulations, ICE standing crowds, additional Arnold volumetric lights) ** Before: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11B.jpg ** After: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11A.jpg (lots of funky motiongraphic cubes driven by ICE particles. not sure if the crowd is cg or 2D, I didn't work on that particular shot.) On Tue, Jul 16, 2013 at 10:40 PM, Sylvain Lebeau s...@shedmtl.com wrote: you better….. i know where you live…… ;-) *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On Tuesday, 16 July, 2013 at 9:51 AM, Alan Fregtman wrote: Believe me, I know. If it was entirely up to me I'd put up lots of cool behind the scenes visuals. With commercials, it's a piece of cake to take a screenshot and attach to an email; if it's aired it's usually fair game and rarely anyone ever cares, but when it comes to big name distributors of film, you have to clear everything with lawyers and there's many more bureaucratic layers. When it comes out on bluray I'll ask my boss if I can show some behind-the-scenes. I can't promise they'll allow it, but I can ask. :p On Tue, Jul 16, 2013 at 4:30 AM, Angus Davidson angus.david...@wits.ac.za wrote: Hi Alan Awesome work. Just want to let you know that breakdowns like this are not only important for other professionals who have this massive shared curiosity but it also incredibly important when it comes to our students. When we made the decision to move away from Maya to Softimage for our teaching we caught quite a bit of flak for the decision. However posts like these are really great because we can show just how Softimage is being used. We have also just set up our first Arnold render farm and we are very excited to see the results we get from two really great pieces of software. Kind regards Angus From: Alan Fregtman alan.fregt...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Monday 15 July 2013 9:07 PM To: XSI Mailing List softimage@listproc.autodesk.com Subject: OT: Pacific Rim Hey guys, A lot of people say Softimage doesn't get used much in movies, so I personally love to hear stories when it does happen. Therefore, I wanted to share some details with you. :) I'm the lead rigger at *Rodeo FX*http://rodeofx.com and we did all of the interiors of the control pods (the cockpits, that is), including the visors, foot actuators mechanical stilts, some digidoubles, etc. (except the holograms/UI graphics that were done by the folks at Hybride.) We also had the chance of doing our first organic creature, the brain in the lab (which involved a lot of gross ICE deformations), as well as many beautiful matte paintings and a couple of helicopters. Overall, we did over a hundred shots. CG was done in Softimage and as far as I know it was all rendered in our favourite renderer, Arnold! We'd still be rendering today if Mentalray had been used. :p We threw countless ~8k textures with displacement and stupid amounts of topology, and good ol' Arnie performed like a champ. The stilts (the leg controls in the cockpit) had anything from 1500 to 2500 separate meshes and on average about 150 segments (solid groups of parts that moved as one.) Once we identified the segments by the end we had a rig of Arnold stand-ins with each segment saved as one ass file, and low-res geo representing that segment constrained to some part of the rig. It then became relatively light to have the standins rigged instead of the full raw geo, and it made it quite easy to replace parts or textures later in the pipeline during or after animation. (Also caching was a piece of cake in this scenario, as we only needed to plot the segment nulls instead of thousands of meshes or pointcaching anything.) On the brain there was procedural pulsing animation driven by ICE deformers. Globules would breathe, a heart-like organ would pump its ventricles intermittently and an intestine-like organ flowed with bulges travelling along its tract. It was gross and (in my opinion) kind of awesome. lol Speaking of
Re: OT: Pacific Rim
Not everyone is cool enough to have their own blog Ben. :P Eric Thivierge === Character TD / RnD Hybride Technologies On July-17-13 10:25:41 AM, Ben Houston wrote: So why doesn't RodeoFX have a blog where you can post this in more detail. :-) -ben On Wed, Jul 17, 2013 at 12:12 AM, Alan Fregtman alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com wrote: Uh-oh! lol artofvfx.com http://artofvfx.com has posted an article on our work for */Now You See Me/*. You can see some nice before after pics: http://www.artofvfx.com/?p=4669 ** Before: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03B.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04B.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05B.jpg ** After: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03A.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04A.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05A.jpg (falling ICE money simulations, ICE standing crowds, additional Arnold volumetric lights) ** Before: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11B.jpg ** After: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11A.jpg (lots of funky motiongraphic cubes driven by ICE particles. not sure if the crowd is cg or 2D, I didn't work on that particular shot.) On Tue, Jul 16, 2013 at 10:40 PM, Sylvain Lebeau s...@shedmtl.com mailto:s...@shedmtl.com wrote: you better….. i know where you live…… ;-) *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On Tuesday, 16 July, 2013 at 9:51 AM, Alan Fregtman wrote: Believe me, I know. If it was entirely up to me I'd put up lots of cool behind the scenes visuals. With commercials, it's a piece of cake to take a screenshot and attach to an email; if it's aired it's usually fair game and rarely anyone ever cares, but when it comes to big name distributors of film, you have to clear everything with lawyers and there's many more bureaucratic layers. When it comes out on bluray I'll ask my boss if I can show some behind-the-scenes. I can't promise they'll allow it, but I can ask. :p On Tue, Jul 16, 2013 at 4:30 AM, Angus Davidson angus.david...@wits.ac.za mailto:angus.david...@wits.ac.za wrote: Hi Alan Awesome work. Just want to let you know that breakdowns like this are not only important for other professionals who have this massive shared curiosity but it also incredibly important when it comes to our students. When we made the decision to move away from Maya to Softimage for our teaching we caught quite a bit of flak for the decision. However posts like these are really great because we can show just how Softimage is being used. We have also just set up our first Arnold render farm and we are very excited to see the results we get from two really great pieces of software. Kind regards Angus From: Alan Fregtman alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com Reply-To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Date: Monday 15 July 2013 9:07 PM To: XSI Mailing List softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: OT: Pacific Rim Hey guys, A lot of people say Softimage doesn't get used much in movies, so I personally love to hear stories when it does happen. Therefore, I wanted to share some details with you. :) I'm the lead rigger at /Rodeo FX/http://rodeofx.com and we did all of the interiors of the control pods (the cockpits, that is), including the visors, foot actuators mechanical stilts, some digidoubles, etc. (except the holograms/UI graphics that were done by the folks at Hybride.) We also had the chance of doing our first organic creature, the brain in the lab (which involved a lot of gross ICE deformations), as well as many beautiful matte paintings and a couple of helicopters. Overall, we did over a hundred shots. CG was done in Softimage and as far as I know it was all rendered in our favourite renderer, Arnold! We'd still be rendering today if Mentalray had been used. :p We threw countless ~8k textures with displacement and stupid amounts of topology, and good ol' Arnie performed like a champ. The stilts (the leg controls in the cockpit) had anything
crowdFX and orientation
Hi List I had a quick question about setting orientation in crowdFX in softimage 2013 I have a simple stadium crowd which I can set a custom emit orientation on thorough the initialize stadium compound, but I want all the characters to face looking into the center of the stadium ideally using a null position as the center. I have tried using a crowd look at constraint but I can only seem to access certain parts of there body with this approach rather than there whole body and it also seems to give unexpected behavior to their animation as well. Any ideas would be great. Thanks. Alex.
Re: OT: Pacific Rim
Hehe, I wish! I'll suggest it though. In the meantime, there's a handful of social profiles: https://www.facebook.com/rodeofxhttps://www.facebook.com/rodeofx?rf=159524600749192 https://vimeo.com/rodeofx http://www.youtube.com/user/RodeoVFX/videos http://www.behance.net/RodeoFX https://plus.google.com/106443376038511688221/posts http://pinterest.com/rodeofx/ On Wed, Jul 17, 2013 at 10:25 AM, Ben Houston b...@exocortex.com wrote: So why doesn't RodeoFX have a blog where you can post this in more detail. :-) -ben On Wed, Jul 17, 2013 at 12:12 AM, Alan Fregtman alan.fregt...@gmail.comwrote: Uh-oh! lol artofvfx.com has posted an article on our work for *Now You See Me*. You can see some nice before after pics: http://www.artofvfx.com/?p=4669 ** Before: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03B.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04B.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05B.jpg ** After: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03A.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04A.jpg http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05A.jpg (falling ICE money simulations, ICE standing crowds, additional Arnold volumetric lights) ** Before: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11B.jpg ** After: http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11A.jpg (lots of funky motiongraphic cubes driven by ICE particles. not sure if the crowd is cg or 2D, I didn't work on that particular shot.) On Tue, Jul 16, 2013 at 10:40 PM, Sylvain Lebeau s...@shedmtl.com wrote: you better….. i know where you live…… ;-) *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On Tuesday, 16 July, 2013 at 9:51 AM, Alan Fregtman wrote: Believe me, I know. If it was entirely up to me I'd put up lots of cool behind the scenes visuals. With commercials, it's a piece of cake to take a screenshot and attach to an email; if it's aired it's usually fair game and rarely anyone ever cares, but when it comes to big name distributors of film, you have to clear everything with lawyers and there's many more bureaucratic layers. When it comes out on bluray I'll ask my boss if I can show some behind-the-scenes. I can't promise they'll allow it, but I can ask. :p On Tue, Jul 16, 2013 at 4:30 AM, Angus Davidson angus.david...@wits.ac.za wrote: Hi Alan Awesome work. Just want to let you know that breakdowns like this are not only important for other professionals who have this massive shared curiosity but it also incredibly important when it comes to our students. When we made the decision to move away from Maya to Softimage for our teaching we caught quite a bit of flak for the decision. However posts like these are really great because we can show just how Softimage is being used. We have also just set up our first Arnold render farm and we are very excited to see the results we get from two really great pieces of software. Kind regards Angus From: Alan Fregtman alan.fregt...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Monday 15 July 2013 9:07 PM To: XSI Mailing List softimage@listproc.autodesk.com Subject: OT: Pacific Rim Hey guys, A lot of people say Softimage doesn't get used much in movies, so I personally love to hear stories when it does happen. Therefore, I wanted to share some details with you. :) I'm the lead rigger at *Rodeo FX*http://rodeofx.com and we did all of the interiors of the control pods (the cockpits, that is), including the visors, foot actuators mechanical stilts, some digidoubles, etc. (except the holograms/UI graphics that were done by the folks at Hybride.) We also had the chance of doing our first organic creature, the brain in the lab (which involved a lot of gross ICE deformations), as well as many beautiful matte paintings and a couple of helicopters. Overall, we did over a hundred shots. CG was done in Softimage and as far as I know it was all rendered in our favourite renderer, Arnold! We'd still be rendering today if Mentalray had been used. :p We threw countless ~8k textures with displacement and stupid amounts of topology, and good ol' Arnie performed like a champ. The stilts (the leg controls in the cockpit) had anything from 1500 to 2500 separate meshes and on average about 150 segments (solid groups of parts that moved as one.) Once we identified the segments by the end we had a rig of Arnold stand-ins with each segment saved as one ass file, and low-res geo representing that segment constrained to some part of the rig. It then became relatively light to have the standins rigged instead of the full raw geo, and it made it quite easy to replace parts or textures later in the pipeline during or after animation. (Also caching was a
Maths problem (barycentric coordinates)
Hi, I have spent days on this and I cant work it out I have a selection of points (not on a flat plane) and I have a test position. It returns an array that represents the weighting, related to the proximity to the other points. I want to have it so that when the test position is directly at a point, the value for that point in the array = 1 and the rest will be zero as the test point moves around the area it interpolates these values, but they always add up to 1 It sounds really easy, but I’ve been literally* tearing my hair out over this for days. Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. Please help. I’m going bonkers over this Paul *(not really literally)
CrowdFX Define Move questions
Hi All, Am deep in crowdFX world and generally loving it - quite impressed with it. A couple of questions if I may- 1. Is it possible to put more than one action into a define move node? I am trying trot - run - faster run, when I do this, the middle action does not work correctly it seems to lose cycles (some of these actions are several cycles long, not just one exact cycle) - if I change it to two, and have trot - run - then the run works as expected. 2. Is it possible to change the speed at which crowdfx blends in the motions included in the define move setup - I see in the legacy stuff you were able to change this speed setting, but I cannot find it now? I am asking as my current trot would be nice if it held a tad longer. I am guessing if I speed it up a little it might work - i.e. the action as I am guessing the reason that the original options were removed was the system now thinks it is clever enough to make the switch when the actor gets to the speed that the action was at anyway? 3. Is there anything that I can use to flag turning? i.e. would love a default attribute that I could use to trigger a lean or something like that? Thanks Sandy
RE: Setting data on a particle based off data from another particle in the same cloud
It would be easier to do this with two separate clouds. If you clone the first cloud's points on emission, then the creation order and therefore the point indices will be the same so you can use Switch Context. You can set the cloned particles' size to 0 if you want to hide them and then trigger them some time after emission. Otherwise... 1. Store the ID as a custom attribute, say ParentID, before cloning. This will get cloned and establishes a correspondence between parent and child. 2. Clone. 3. Use Build Array from Set to put ParentID into an array. Find the parent's ParentID in the array. You should get an array with two indices, the one that isn't the parent is the cloned child (safe to say it will be the second one). 4. . Use Build Array from Set again to put the tangents into an array. Use the child's index to get the tangent you want. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Wednesday, July 17, 2013 9:45 AM To: XSI Mailing List Subject: Re: Setting data on a particle based off data from another particle in the same cloud @ Julian Leonard, Thank you guys. I will check your scenes and explanations when I get home later. @Ciaran, It does, but only so for the particles with strands. Particles without strands get filtered out of the logic. So even though I can work out the orientation I need from the location StrandPosition's, when I set self.Orientation, it only sets it for the strandy particles, not the others. That's my main problem. How do I force my set on self.Orientation to be on the original particle IDs? On Wed, Jul 17, 2013 at 9:28 AM, Ciaran Moloney moloney.cia...@gmail.commailto:moloney.cia...@gmail.com wrote: I guess I don't understand the problemwhy not do just ID to Location strand positions ? It's quick and gives you the array you need right away. On Wed, Jul 17, 2013 at 1:29 PM, Leonard Koch leonardkoch...@gmail.commailto:leonardkoch...@gmail.com wrote: Hm somehow my first email didn't get through. The trick is to turn the per point data into arrays, use a lot of find in array nodes and to calculate the direction vector on the strand particles instead of trying to get the strand data from them and then calculating it on the other particles. Hope this helps. Here you can download the scene: https://leonard-koch.squarespace.com/s/SeparatingStrandsAndParticlesForAlan.scn And here is the image of the ice tree used in the scene On Wed, Jul 17, 2013 at 2:07 PM, Christian Keller chris3...@me.commailto:chris3...@me.com wrote: If you clone the points clone the id into a new attribute, then you know which particle is the parent. And add a attribute that it's a clone. You can use that later to decide not to put orientation values on. Build a set from you tangent, whatever values and then you can select the corresponding value from that set. I'm not in front of a computer right now, but I'll have a quick look at it if you don't get it working. Chris -- christian keller visual effects|direction m +49 179 69 36 248tel:%2B49%20179%2069%2036%20248 f +49 40 386 835 33tel:%2B49%2040%20386%20835%2033 chris3...@me.commailto:chris3...@me.com gesendet von meinem iDing Am 17.07.2013 um 12:02 schrieb Ciaran Moloney moloney.cia...@gmail.commailto:moloney.cia...@gmail.com: Maybe you're not getting the right ID to look up the strandpoints on? On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote: I thought that too, but it's not cutting it. :( The do stuff part doesn't get any StrandPosition data for the points without strands. (Tried both ID to Location Point Index to Location.) On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney moloney.cia...@gmail.commailto:moloney.cia...@gmail.com wrote: Point ID to location get strand positions do stuff Set Self.Orientation Ciaran On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote: Hey guys, Scratching my head over this... So, I have two sets of particles. One is emitted then a second particle is born (via Clone Point) and this one gets some strand stuff. This one follows the original's motion. I wanna align the first particle to the strands' tangent from the second particle. I got this working when it was all with one set of particle, but now that I separated them, I'm a little lost with the context. Getting self.StrandPosition to work out the tangents sets the context to per-point and so if I set any data it does it to that original point I read the StrandPosition from, therefore I end up affecting my strandy particles, not the original. Any idea how I can get the StrandPosition from the strandy particles and have it so when I set the Orientation I do so on the original first set of particles? Any help appreciated. Cheers, -- Alan attachment: winmail.dat
set data
Is there any way to make a set data node ignore a parameter that does not exist because the object it belongs to might not exist? I've tried using first valid but it can't accept execute. I then tried an if conditional to terminate the execute channel as an option but it does not appear to be able to ignore execute whether on or off. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party.
Re: Maths problem (barycentric coordinates)
So barycoords for a triangle works well and I believe there are tons of references on the web for this. Barycoordinates for polygons is a bit more problematic because they are no longer linear but rather polynomials and thus harder to calculate. I'd stick with triangles and then all those web references should work well. Is your problem calculating them from points? Basically this is a great guide: http://en.wikipedia.org/wiki/Barycentric_coordinate_system -ben On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote: Hi, I have spent days on this and I cant work it out I have a selection of points (not on a flat plane) and I have a test position. It returns an array that represents the weighting, related to the proximity to the other points. I want to have it so that when the test position is directly at a point, the value for that point in the array = 1 and the rest will be zero as the test point moves around the area it interpolates these values, but they always add up to 1 It sounds really easy, but I’ve been literally* tearing my hair out over this for days. Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. Please help. I’m going bonkers over this Paul *(not really literally) -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: Maths problem (barycentric coordinates)
If you can chew through the greek notation this is helpful. http://en.wikipedia.org/wiki/Inverse_distance_weighting On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote: Hi, I have spent days on this and I cant work it out I have a selection of points (not on a flat plane) and I have a test position. It returns an array that represents the weighting, related to the proximity to the other points. I want to have it so that when the test position is directly at a point, the value for that point in the array = 1 and the rest will be zero as the test point moves around the area it interpolates these values, but they always add up to 1 It sounds really easy, but I’ve been literally* tearing my hair out over this for days. Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. Please help. I’m going bonkers over this Paul *(not really literally)
RE: set data
No, the references must get resolved before the tree is even evaluated. Can you say anything more about the overall problem you are trying to solve? There may be another way. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES] Sent: Wednesday, July 17, 2013 12:05 PM To: softimage@listproc.autodesk.com Subject: set data Is there any way to make a set data node ignore a parameter that does not exist because the object it belongs to might not exist? I've tried using first valid but it can't accept execute. I then tried an if conditional to terminate the execute channel as an option but it does not appear to be able to ignore execute whether on or off. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. attachment: winmail.dat
blend of speed using test inside null
Hello! I'm trying to control a blend of speed when using flow along curve. I'm using the 'set new speed' and then testing inside null to alter the speed of the particles - but is there a way of having the speed animate between the two speeds rather than being a black and white 'if' but rather blend between the two over a specified distance or number of frames? Was looking at using the blend node with weights along the curve but I'm unsure as to how I can get the data out to use in the way that I want to. Any advise much appreciated Yours ignorantly Jonny * *
Janimation | Alien Rage Cinematic
This was released last week and I thought I should share. The compression is kinda nasty but here you go.. http://www.youtube.com/watch?v=fFx8ONhq95o The opening shot was two main passes the asteroid and everything on it and the galaxy plus FX passes. There is a crazy amount of geo and lights and Arnold tore it up. The project was a stop and start project a new CD from the game company joined the team half way thru.. We worked on it for six months off and on averaging three to four people working on it at any given time. I think there was about 8 or 9 of us who worked on the production in total. Some of the peeps that worked on it include Greg Punchatz- CG Sup and CD on the janimation side Steve Palaia- Senior Generalist and compositor Mitchell Lotierzo- Senior TD Dave Sisk - Senior FX Julia Bacak- Animation Jason Stambollian- Freelance Fx Rares Halmagean- Freelance Textures and Modeling Thanks to the team here who went above and beyond! -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com http://www.janimation.com
Re: blend of speed using test inside null
Hi Jonny, What you probably want to do is use states, so trigger state 1 if particle is inside the null. Then, on state 1 you could use a Linear interpolate using the particle age or age percentage. Safe? C On 17 July 2013 17:13, Jonny Grew jonny.g...@gmail.com wrote: Hello! I'm trying to control a blend of speed when using flow along curve. I'm using the 'set new speed' and then testing inside null to alter the speed of the particles - but is there a way of having the speed animate between the two speeds rather than being a black and white 'if' but rather blend between the two over a specified distance or number of frames? Was looking at using the blend node with weights along the curve but I'm unsure as to how I can get the data out to use in the way that I want to. Any advise much appreciated Yours ignorantly Jonny * *
Re: Maths problem (barycentric coordinates)
I have been googling all I can find trying to understand the maths notation but its not my forte and I've not found anything that does exactly what I want. I was hoping someone cleverer than i might take pity on me and provide an idiot proof explanation. On 17 Jul 2013, at 17:07, David Barosin dbaro...@gmail.com wrote: If you can chew through the greek notation this is helpful. http://en.wikipedia.org/wiki/Inverse_distance_weighting On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote: Hi, I have spent days on this and I cant work it out I have a selection of points (not on a flat plane) and I have a test position. It returns an array that represents the weighting, related to the proximity to the other points. I want to have it so that when the test position is directly at a point, the value for that point in the array = 1 and the rest will be zero as the test point moves around the area it interpolates these values, but they always add up to 1 It sounds really easy, but I’ve been literally* tearing my hair out over this for days. Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. Please help. I’m going bonkers over this Paul *(not really literally)
Re: Janimation | Alien Rage Cinematic
Great work, guys! Rendered in Arnold? On Wed, Jul 17, 2013 at 12:26 PM, Greg Punchatz g...@janimation.com wrote: This was released last week and I thought I should share. The compression is kinda nasty but here you go.. http://www.youtube.com/watch?v=fFx8ONhq95o The opening shot was two main passes the asteroid and everything on it and the galaxy plus FX passes. There is a crazy amount of geo and lights and Arnold tore it up. The project was a stop and start project a new CD from the game company joined the team half way thru.. We worked on it for six months off and on averaging three to four people working on it at any given time. I think there was about 8 or 9 of us who worked on the production in total. Some of the peeps that worked on it include Greg Punchatz- CG Sup and CD on the janimation side Steve Palaia- Senior Generalist and compositor Mitchell Lotierzo- Senior TD Dave Sisk - Senior FX Julia Bacak- Animation Jason Stambollian- Freelance Fx Rares Halmagean- Freelance Textures and Modeling Thanks to the team here who went above and beyond! -- -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com
Re: Maths problem (barycentric coordinates)
BTW here is our code for calculating barycoordinates from points and creating points from barycoordinates: templateclass T class Triangle3 { public: Vec3T a; Vec3T b; Vec3T c; Matrix44T getPointToBarycoordMatrix() const; Matrix44T getBarycoordToPointMatrix() const; }; templateclass T inline Matrix44T Triangle3T::getPointToBarycoordMatrix() const { M44x pointToBarycoordMatrix; bool success = inverseSafe( pointToBarycoordMatrix, getBarycoordToPointMatrix() ); if( ! success ) { T oneThird = ((T)1.0)/((T)3.0); //Vec3T center = ( a + b + c ) * oneThird; return Matrix44T( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, oneThird, oneThird, oneThird, 0); } return pointToBarycoordMatrix; } templateclass T inline Matrix44T Triangle3T::getBarycoordToPointMatrix() const { Vec3T n = normal(); return Matrix44T( a[0], a[1], a[2], 1, b[0], b[1], b[2], 1, c[0], c[1], c[2], 1, n[0], n[1], n[2], 0); } And this you just multiple your point by the pointToBarycoordMatrix matrix to get barycoords. And if you have barycoordinates, multiply it by getBarycoordToPointMatrix() to get your point. We are using 4 coordinate barycoordinates where the fourth element is the distance from the triangle plane in the normal direction. Just set it to zero and you should be fine. The above can be converted to Softimage Matrix types pretty easily. Probably could be added to the Softimage SDK as well if it isn't already there. Best regards, -ben On Wed, Jul 17, 2013 at 12:04 PM, Ben Houston b...@exocortex.com wrote: So barycoords for a triangle works well and I believe there are tons of references on the web for this. Barycoordinates for polygons is a bit more problematic because they are no longer linear but rather polynomials and thus harder to calculate. I'd stick with triangles and then all those web references should work well. Is your problem calculating them from points? Basically this is a great guide: http://en.wikipedia.org/wiki/Barycentric_coordinate_system -ben On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote: Hi, I have spent days on this and I cant work it out I have a selection of points (not on a flat plane) and I have a test position. It returns an array that represents the weighting, related to the proximity to the other points. I want to have it so that when the test position is directly at a point, the value for that point in the array = 1 and the rest will be zero as the test point moves around the area it interpolates these values, but they always add up to 1 It sounds really easy, but I’ve been literally* tearing my hair out over this for days. Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. Please help. I’m going bonkers over this Paul *(not really literally) -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: Janimation | Alien Rage Cinematic
Yup. MR was used for the volumes and emRPC was used for some of the several passes that make up the spiraling galaxy. On Wed, Jul 17, 2013 at 11:57 AM, Alan Fregtman alan.fregt...@gmail.comwrote: Great work, guys! Rendered in Arnold? On Wed, Jul 17, 2013 at 12:26 PM, Greg Punchatz g...@janimation.comwrote: This was released last week and I thought I should share. The compression is kinda nasty but here you go.. http://www.youtube.com/watch?v=fFx8ONhq95o The opening shot was two main passes the asteroid and everything on it and the galaxy plus FX passes. There is a crazy amount of geo and lights and Arnold tore it up. The project was a stop and start project a new CD from the game company joined the team half way thru.. We worked on it for six months off and on averaging three to four people working on it at any given time. I think there was about 8 or 9 of us who worked on the production in total. Some of the peeps that worked on it include Greg Punchatz- CG Sup and CD on the janimation side Steve Palaia- Senior Generalist and compositor Mitchell Lotierzo- Senior TD Dave Sisk - Senior FX Julia Bacak- Animation Jason Stambollian- Freelance Fx Rares Halmagean- Freelance Textures and Modeling Thanks to the team here who went above and beyond! -- -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 www.janimation.com
Re: [SDK] Force ICE-Tree refresh
Did you try Desktop.RedrawUI() ? Will probably want to have a OGL window open somewhere... Ciaran On Mon, Jul 15, 2013 at 11:54 PM, Vincent Ullmann vincent.ullm...@googlemail.com wrote: @Sandy: Hmm... i kind a dont like the Mixer... ;-) But i will give him a try tomorrow, for the caching @Alan: Yes, i tried a if-node and that worked, but it doesnt seemed like the best Solution. :-) Becouse i had to modify the tree. Image, you have a Brush-like-Custom-Tool, to modify Particle-Colors. In that Case you need interactive Feedback, and dont want to change to much. I tried commands like the ResetObject(), but i didnt worked Am 15.07.2013 23:14, schrieb Alan Fregtman: Putting in an If node and toggling the condition value couldn't force a refresh? On Mon, Jul 15, 2013 at 4:54 PM, Vincent Ullmann vincent.ullm...@googlemail.com wrote: Hey List, Iam looking for a way to reset/reEvaluate a ICE-Tree. There are currently two examples were i need this. 1.) I have a Render-Scene with some Point-Clouds reading a single icecache-file. When i change the icecache-file on the Disk, my PointCloud wont update, until i reOpen the Scene or change the Frame-Input on the Cache-on-File-Node 2.) I startet to write a Custom-Tool, wich uses the nice new Feature in 2014 to directly write ICE-Attributes. Everything is working write now. So i can change a Attribute via a Python_Script or Cpp-Tool, but the Changes are only visible if i somehow force an Update (eg. Change something else in my ICETree) I think this should be possible, but had no succes so far.
RE: set data
You can create a compound that just calculates the value, and then let users plug that into a Set Data themselves or alternatively create a second compound that embeds the first one plus a Set Data. I've used that approach several times. Of course, it won't work if the calculation requires an iterative execution (like the curve distance/location compounds). Another possibility is to have output ports for both the value and the set data execution. The display compounds in the Debugging category are designed like that. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES] Sent: Wednesday, July 17, 2013 12:48 PM To: softimage@listproc.autodesk.com Subject: RE: set data I have a compound that I would like to be used to either apply a computed value to a parameter, or alternatively a value to other compounds. I was trying to make the compound do double duty as something useful as a standalone node vs a node useful to a larger tree. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Wednesday, July 17, 2013 12:11 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: set data No, the references must get resolved before the tree is even evaluated. Can you say anything more about the overall problem you are trying to solve? There may be another way. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES] Sent: Wednesday, July 17, 2013 12:05 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: set data Is there any way to make a set data node ignore a parameter that does not exist because the object it belongs to might not exist? I've tried using first valid but it can't accept execute. I then tried an if conditional to terminate the execute channel as an option but it does not appear to be able to ignore execute whether on or off. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. attachment: winmail.dat
Re: Maths problem (barycentric coordinates)
You can have a look at my blog post: http://alokgandhi.com/blog/2012/05/28/barycentric-coordinates-and-the-magic-of-locations/ On Wed, Jul 17, 2013 at 12:58 PM, Ben Houston b...@exocortex.com wrote: BTW here is our code for calculating barycoordinates from points and creating points from barycoordinates: templateclass T class Triangle3 { public: Vec3T a; Vec3T b; Vec3T c; Matrix44T getPointToBarycoordMatrix() const; Matrix44T getBarycoordToPointMatrix() const; }; templateclass T inline Matrix44T Triangle3T::getPointToBarycoordMatrix() const { M44x pointToBarycoordMatrix; bool success = inverseSafe( pointToBarycoordMatrix, getBarycoordToPointMatrix() ); if( ! success ) { T oneThird = ((T)1.0)/((T)3.0); //Vec3T center = ( a + b + c ) * oneThird; return Matrix44T( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, oneThird, oneThird, oneThird, 0); } return pointToBarycoordMatrix; } templateclass T inline Matrix44T Triangle3T::getBarycoordToPointMatrix() const { Vec3T n = normal(); return Matrix44T( a[0], a[1], a[2], 1, b[0], b[1], b[2], 1, c[0], c[1], c[2], 1, n[0], n[1], n[2], 0); } And this you just multiple your point by the pointToBarycoordMatrix matrix to get barycoords. And if you have barycoordinates, multiply it by getBarycoordToPointMatrix() to get your point. We are using 4 coordinate barycoordinates where the fourth element is the distance from the triangle plane in the normal direction. Just set it to zero and you should be fine. The above can be converted to Softimage Matrix types pretty easily. Probably could be added to the Softimage SDK as well if it isn't already there. Best regards, -ben On Wed, Jul 17, 2013 at 12:04 PM, Ben Houston b...@exocortex.com wrote: So barycoords for a triangle works well and I believe there are tons of references on the web for this. Barycoordinates for polygons is a bit more problematic because they are no longer linear but rather polynomials and thus harder to calculate. I'd stick with triangles and then all those web references should work well. Is your problem calculating them from points? Basically this is a great guide: http://en.wikipedia.org/wiki/Barycentric_coordinate_system -ben On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote: Hi, I have spent days on this and I cant work it out I have a selection of points (not on a flat plane) and I have a test position. It returns an array that represents the weighting, related to the proximity to the other points. I want to have it so that when the test position is directly at a point, the value for that point in the array = 1 and the rest will be zero as the test point moves around the area it interpolates these values, but they always add up to 1 It sounds really easy, but I’ve been literally* tearing my hair out over this for days. Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. Please help. I’m going bonkers over this Paul *(not really literally) -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. --
RE: set data
Grahame, Thanks. I'll try these approaches. I think the thing that confuses me is that I've used If conditionals to mute compounds before, and they've worked. But in this case it won't. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Wednesday, July 17, 2013 1:44 PM To: softimage@listproc.autodesk.com Subject: RE: set data You can create a compound that just calculates the value, and then let users plug that into a Set Data themselves or alternatively create a second compound that embeds the first one plus a Set Data. I've used that approach several times. Of course, it won't work if the calculation requires an iterative execution (like the curve distance/location compounds). Another possibility is to have output ports for both the value and the set data execution. The display compounds in the Debugging category are designed like that. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES] Sent: Wednesday, July 17, 2013 12:48 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: set data I have a compound that I would like to be used to either apply a computed value to a parameter, or alternatively a value to other compounds. I was trying to make the compound do double duty as something useful as a standalone node vs a node useful to a larger tree. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Wednesday, July 17, 2013 12:11 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: set data No, the references must get resolved before the tree is even evaluated. Can you say anything more about the overall problem you are trying to solve? There may be another way. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES] Sent: Wednesday, July 17, 2013 12:05 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: set data Is there any way to make a set data node ignore a parameter that does not exist because the object it belongs to might not exist? I've tried using first valid but it can't accept execute. I then tried an if conditional to terminate the execute channel as an option but it does not appear to be able to ignore execute whether on or off. -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party.
RE: Maths problem (barycentric coordinates)
Translated from the Greek: 1. Calculate the distance from the test position to each of your selected points. 2. If one of the distances is 0, stop. The corresponding coordinate is 1, the others are 0. 3. Otherwise for each of the distances, calculate 1/distance, or 1/distance^2, or 1/distance^3, or ... . 4. Normalize the values above. In other words, get their sum and for each value calculate value/sum. Ta da! gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Sent: Wednesday, July 17, 2013 12:52 PM To: softimage@listproc.autodesk.com Subject: Re: Maths problem (barycentric coordinates) I have been googling all I can find trying to understand the maths notation but its not my forte and I've not found anything that does exactly what I want. I was hoping someone cleverer than i might take pity on me and provide an idiot proof explanation. On 17 Jul 2013, at 17:07, David Barosin dbaro...@gmail.commailto:dbaro...@gmail.com wrote: If you can chew through the greek notation this is helpful. http://en.wikipedia.org/wiki/Inverse_distance_weighting On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.commailto:p...@bustykelp.com wrote: Hi, I have spent days on this and I cant work it out I have a selection of points (not on a flat plane) and I have a test position. It returns an array that represents the weighting, related to the proximity to the other points. I want to have it so that when the test position is directly at a point, the value for that point in the array = 1 and the rest will be zero as the test point moves around the area it interpolates these values, but they always add up to 1 It sounds really easy, but I’ve been literally* tearing my hair out over this for days. Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. Please help. I’m going bonkers over this Paul *(not really literally) attachment: winmail.dat
Re: Maths problem (barycentric coordinates)
something we recorded last year while I was in NY: https://vimeo.com/44951318 maybe this helps :) Cheers Vladimir On Wed, Jul 17, 2013 at 2:05 PM, Vincent Ullmann vincent.ullm...@googlemail.com wrote: Quote Paul: { Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. } Not sure if this helps, but some time ago i made a ICE-Compound for calulating barycentric-Coordinates, based on 3 3D-Vectors. Dont know if my formula was correct ;-) Am 17.07.2013 19:47, schrieb Alok Gandhi: You can have a look at my blog post: http://alokgandhi.com/blog/2012/05/28/barycentric-coordinates-and-the-magic-of-locations/ On Wed, Jul 17, 2013 at 12:58 PM, Ben Houston b...@exocortex.com wrote: BTW here is our code for calculating barycoordinates from points and creating points from barycoordinates: templateclass T class Triangle3 { public: Vec3T a; Vec3T b; Vec3T c; Matrix44T getPointToBarycoordMatrix() const; Matrix44T getBarycoordToPointMatrix() const; }; templateclass T inline Matrix44T Triangle3T::getPointToBarycoordMatrix() const { M44x pointToBarycoordMatrix; bool success = inverseSafe( pointToBarycoordMatrix, getBarycoordToPointMatrix() ); if( ! success ) { T oneThird = ((T)1.0)/((T)3.0); //Vec3T center = ( a + b + c ) * oneThird; return Matrix44T( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, oneThird, oneThird, oneThird, 0); } return pointToBarycoordMatrix; } templateclass T inline Matrix44T Triangle3T::getBarycoordToPointMatrix() const { Vec3T n = normal(); return Matrix44T( a[0], a[1], a[2], 1, b[0], b[1], b[2], 1, c[0], c[1], c[2], 1, n[0], n[1], n[2], 0); } And this you just multiple your point by the pointToBarycoordMatrix matrix to get barycoords. And if you have barycoordinates, multiply it by getBarycoordToPointMatrix() to get your point. We are using 4 coordinate barycoordinates where the fourth element is the distance from the triangle plane in the normal direction. Just set it to zero and you should be fine. The above can be converted to Softimage Matrix types pretty easily. Probably could be added to the Softimage SDK as well if it isn't already there. Best regards, -ben On Wed, Jul 17, 2013 at 12:04 PM, Ben Houston b...@exocortex.com wrote: So barycoords for a triangle works well and I believe there are tons of references on the web for this. Barycoordinates for polygons is a bit more problematic because they are no longer linear but rather polynomials and thus harder to calculate. I'd stick with triangles and then all those web references should work well. Is your problem calculating them from points? Basically this is a great guide: http://en.wikipedia.org/wiki/Barycentric_coordinate_system -ben On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote: Hi, I have spent days on this and I cant work it out I have a selection of points (not on a flat plane) and I have a test position. It returns an array that represents the weighting, related to the proximity to the other points. I want to have it so that when the test position is directly at a point, the value for that point in the array = 1 and the rest will be zero as the test point moves around the area it interpolates these values, but they always add up to 1 It sounds really easy, but I’ve been literally* tearing my hair out over this for days. Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. Please help. I’m going bonkers over this Paul *(not really literally) -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. --
Re: Janimation | Alien Rage Cinematic
Great stuff guys! Eric Thivierge === Character TD / RnD Hybride Technologies On July-17-13 1:08:05 PM, Mitchell Lotierzo wrote: Yup. MR was used for the volumes and emRPC was used for some of the several passes that make up the spiraling galaxy. On Wed, Jul 17, 2013 at 11:57 AM, Alan Fregtman alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com wrote: Great work, guys! Rendered in Arnold? On Wed, Jul 17, 2013 at 12:26 PM, Greg Punchatz g...@janimation.com mailto:g...@janimation.com wrote: This was released last week and I thought I should share. The compression is kinda nasty but here you go.. http://www.youtube.com/watch?v=fFx8ONhq95o The opening shot was two main passes the asteroid and everything on it and the galaxy plus FX passes. There is a crazy amount of geo and lights and Arnold tore it up. The project was a stop and start project a new CD from the game company joined the team half way thru.. We worked on it for six months off and on averaging three to four people working on it at any given time. I think there was about 8 or 9 of us who worked on the production in total. Some of the peeps that worked on it include Greg Punchatz- CG Sup and CD on the janimation side Steve Palaia- Senior Generalist and compositor Mitchell Lotierzo- Senior TD Dave Sisk - Senior FX Julia Bacak- Animation Jason Stambollian- Freelance Fx Rares Halmagean- Freelance Textures and Modeling Thanks to the team here who went above and beyond! -- *Greg Punchatz* *Sr. Creative Director* Janimation 214.823.7760 tel:214.823.7760 www.janimation.com http://www.janimation.com
Re: Maths problem (barycentric coordinates)
Thanks for all the replies. It's much appreciated. I'll grind through them tomorrow at work. On 17 Jul 2013, at 19:26, Vladimir Jankijevic vladi...@elefantstudios.ch wrote: something we recorded last year while I was in NY: https://vimeo.com/44951318 maybe this helps :) Cheers Vladimir On Wed, Jul 17, 2013 at 2:05 PM, Vincent Ullmann vincent.ullm...@googlemail.com wrote: Quote Paul: { Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. } Not sure if this helps, but some time ago i made a ICE-Compound for calulating barycentric-Coordinates, based on 3 3D-Vectors. Dont know if my formula was correct ;-) Am 17.07.2013 19:47, schrieb Alok Gandhi: You can have a look at my blog post: http://alokgandhi.com/blog/2012/05/28/barycentric-coordinates-and-the-magic-of-locations/ On Wed, Jul 17, 2013 at 12:58 PM, Ben Houston b...@exocortex.com wrote: BTW here is our code for calculating barycoordinates from points and creating points from barycoordinates: templateclass T class Triangle3 { public: Vec3T a; Vec3T b; Vec3T c; Matrix44T getPointToBarycoordMatrix() const; Matrix44T getBarycoordToPointMatrix() const; }; templateclass T inline Matrix44T Triangle3T::getPointToBarycoordMatrix() const { M44x pointToBarycoordMatrix; bool success = inverseSafe( pointToBarycoordMatrix, getBarycoordToPointMatrix() ); if( ! success ) { T oneThird = ((T)1.0)/((T)3.0); //Vec3T center = ( a + b + c ) * oneThird; return Matrix44T( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, oneThird, oneThird, oneThird, 0); } return pointToBarycoordMatrix; } templateclass T inline Matrix44T Triangle3T::getBarycoordToPointMatrix() const { Vec3T n = normal(); return Matrix44T( a[0], a[1], a[2], 1, b[0], b[1], b[2], 1, c[0], c[1], c[2], 1, n[0], n[1], n[2], 0); } And this you just multiple your point by the pointToBarycoordMatrix matrix to get barycoords. And if you have barycoordinates, multiply it by getBarycoordToPointMatrix() to get your point. We are using 4 coordinate barycoordinates where the fourth element is the distance from the triangle plane in the normal direction. Just set it to zero and you should be fine. The above can be converted to Softimage Matrix types pretty easily. Probably could be added to the Softimage SDK as well if it isn't already there. Best regards, -ben On Wed, Jul 17, 2013 at 12:04 PM, Ben Houston b...@exocortex.com wrote: So barycoords for a triangle works well and I believe there are tons of references on the web for this. Barycoordinates for polygons is a bit more problematic because they are no longer linear but rather polynomials and thus harder to calculate. I'd stick with triangles and then all those web references should work well. Is your problem calculating them from points? Basically this is a great guide: http://en.wikipedia.org/wiki/Barycentric_coordinate_system -ben On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote: Hi, I have spent days on this and I cant work it out I have a selection of points (not on a flat plane) and I have a test position. It returns an array that represents the weighting, related to the proximity to the other points. I want to have it so that when the test position is directly at a point, the value for that point in the array = 1 and the rest will be zero as the test point moves around the area it interpolates these values, but they always add up to 1 It sounds really easy, but I’ve been literally* tearing my hair out over this for days. Ive managed to get barycentric interpolation working for a flat plane, and only 3 points, but I need it to accept multiple points in 3d space. Please help. I’m going bonkers over this Paul *(not really literally) -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. --
Re: Janimation | Alien Rage Cinematic
Nice! The time lapse segues were striking in particular, cool stuff! Sent from my iPad On Jul 17, 2013, at 9:26 AM, Greg Punchatz g...@janimation.com wrote: This was released last week and I thought I should share. The compression is kinda nasty but here you go.. http://www.youtube.com/watch?v=fFx8ONhq95o The opening shot was two main passes the asteroid and everything on it and the galaxy plus FX passes. There is a crazy amount of geo and lights and Arnold tore it up. The project was a stop and start project a new CD from the game company joined the team half way thru.. We worked on it for six months off and on averaging three to four people working on it at any given time. I think there was about 8 or 9 of us who worked on the production in total. Some of the peeps that worked on it include Greg Punchatz- CG Sup and CD on the janimation side Steve Palaia- Senior Generalist and compositor Mitchell Lotierzo- Senior TD Dave Sisk - Senior FX Julia Bacak- Animation Jason Stambollian- Freelance Fx Rares Halmagean- Freelance Textures and Modeling Thanks to the team here who went above and beyond! -- Greg Punchatz Sr. Creative Director Janimation 214.823.7760 www.janimation.com
Re: set data
I'm not 100% sure I understand what you're trying to do, but if it's of any use evaluating and fetching data are completely different things. You can almost always rely on data for checks (I say almost becuase it's even TOO reliable as it lets you use things before you set them, which is a nice trick with arrays, but some times bites), evaluation though is strongly rule driven and you have to think of it as non-transparent, or at least non-manipulatable. You simply can't rely on checking if something will be evaluated a certain way or not, because evaluation itself comes before you could get a result. It'd be different if you had some of the classic parallel programming devices available (barriers, traffic lights, forceful eval ordering and so on), but ICE tries hard to maximize performance while exempting the user from dealing with those details actually. On Thu, Jul 18, 2013 at 3:49 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov wrote: Grahame, ** ** Thanks. I’ll try these approaches. ** ** I think the thing that confuses me is that I’ve used If conditionals to mute compounds before, and they’ve worked. But in this case it won’t. ** ** -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Wednesday, July 17, 2013 1:44 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: set data ** ** You can create a compound that just calculates the value, and then let users plug that into a Set Data themselves or alternatively create a second compound that embeds the first one plus a Set Data. I’ve used that approach several times. Of course, it won’t work if the calculation requires an iterative execution (like the curve distance/location compounds). ** ** Another possibility is to have output ports for both the value and the set data execution. The “display” compounds in the Debugging category are designed like that. ** ** gray ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph G. (LARC-E1A)[LITES] *Sent:* Wednesday, July 17, 2013 12:48 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: set data ** ** I have a compound that I would like to be used to either apply a computed value to a parameter, or alternatively a value to other compounds. I was trying to make the compound do double duty as something useful as a standalone node vs a node useful to a larger tree. ** ** -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Wednesday, July 17, 2013 12:11 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: set data ** ** No, the references must get resolved before the tree is even evaluated.*** * ** ** Can you say anything more about the overall problem you are trying to solve? There may be another way. ** ** gray ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph G. (LARC-E1A)[LITES] *Sent:* Wednesday, July 17, 2013 12:05 PM *To:* softimage@listproc.autodesk.com *Subject:* set data ** ** Is there any way to make a set data node ignore a parameter that does not exist because the object it belongs to might not exist? ** ** I’ve tried using first valid but it can’t accept execute. I then tried an if conditional to terminate the execute channel as an option but it does not appear to be able to ignore execute whether on or off. ** ** ** ** ** ** -- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) Mymic Technical Services NASA Langley Research Center __ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. ** ** -- Our users will know fear and cower before our software! Ship it! Ship it and let them
Re: Setting data on a particle based off data from another particle in the same cloud
On 17/07/2013 17:03, Grahame Fuller wrote: 3. Use Build Array from Set to put ParentID into an array. Find the parent's ParentID in the array. You should get an array with two indices, the one that isn't the parent is the cloned child (safe to say it will be the second one). That step is genius, gray. Works both ways - children to parent, parent to children - and couldn't be more direct, simple or unambiguous. Definitely one for the cookbook.
RE: ICE - Get closest location on group
I renamed all the neighbors' clusters and the ICE Tree still worked. That's why I was confused. Matt From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi [ahmidou@gmail.com] Sent: Wednesday, July 17, 2013 10:19 PM To: softimage@listproc.autodesk.com Subject: Re: ICE - Get closest location on group It's not the sphere's property, but the neighbors ones. I think you are confused because they all have the same name. Try to rename the sphere's property. Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com
Re: ICE - Get closest location on group
so you are saying that: sphere prop named A neighbors props named B and in your icetree: Closest location -- A is still working? that might be a refresh issue, can you try to cut/paste the whole tree? --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/7/18 Matt Lind ml...@carbinestudios.com I renamed all the neighbors' clusters and the ICE Tree still worked. That's why I was confused. Matt -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi [ ahmidou@gmail.com] *Sent:* Wednesday, July 17, 2013 10:19 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: ICE - Get closest location on group It's not the sphere's property, but the neighbors ones. I think you are confused because they all have the same name. Try to rename the sphere's property. Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com
RE: ICE - Get closest location on group
all objects started with the same cluster and cluster property names: sphere.cls.NC_VertexData.PrimaryColor grid.cls.NC_VertexData.PrimaryColor torus.cls.NC_VertexData.PrimaryColor cube.cls.NC_VertexData.PrimaryColor I renamed the neighbors so all are unique: sphere.cls.NC_VertexData.PrimaryColor grid.cls.ralph.PrimaryColor torus.cls.joe.PrimaryColor cube.cls.harry.PrimaryColor After this modification I disconnected and reconnected the ICE tree, but the ICE tree still worked. Matt From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi [ahmidou@gmail.com] Sent: Wednesday, July 17, 2013 10:30 PM To: softimage@listproc.autodesk.com Subject: Re: ICE - Get closest location on group so you are saying that: sphere prop named A neighbors props named B and in your icetree: Closest location -- A is still working? that might be a refresh issue, can you try to cut/paste the whole tree? --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/7/18 Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com I renamed all the neighbors' clusters and the ICE Tree still worked. That's why I was confused. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi [ahmidou@gmail.commailto:ahmidou@gmail.com] Sent: Wednesday, July 17, 2013 10:19 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: ICE - Get closest location on group It's not the sphere's property, but the neighbors ones. I think you are confused because they all have the same name. Try to rename the sphere's property. Cheers A. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com