Python help
Hi list. A real novice at this but I'm butchering various scripts at the moment and wondered if anyone can shed any light on these two bits of code. I can find examples of number 1 in VB but I'm working in Python. everything I've discovered at the moment doesn't work 1 - I want to run 2 portions of scripts depending on whether the inspected property of a custom parameter set has the button push 'ok' or 'cancel' - I can't find the code for this portion of the 'if' statement 2 (a lot more complex, i suspect) I want to look up and get the latest version number of a saved out model/scene/action (all of these have the format v##'). These will live in a folder structure determined by a number of variables in the script that I have already. My script will then add 1 to this number in order to ensure the next export doesn't override an existing asset. As a bonus... if the user changes this number meaning an export would save over an existing asset then it would be great to flag a warning with an 'THIS VERSION ALREADY EXISTS ARE YOU SURE message. Any tips or links to scripts that I can hack would be much appreciated! Cheers Jonny
Re: Python help
Cheers, Simon. - Thanks for the links and info. I think part 2 is a little above where I am with scripting! I might look into storing a version number in an attribute property to reference as a variable rather than having build a list, look-up the latest version in a folder etc. With regard to number 1 I am inspecting the property of a temporary custom parameter set (These inputs are to be used as variables in various portions of the script. If 'ok' is selected then the script continues to run as I want but what I want cancel to do is remove the temporary cp set. I can use your message box at the end of the script which does the job (like below) but I'd be interested in knowing how to do this on the custom parameter set inspect property window because if cancel is selected at this stage then the cp set remains. from win32com.client import constants as c Application.DeselectAll() Application.SelectObj(Scene_Root, , ) Application.AddProp(Custom_parameter_list, , , CustomPSet, ) Application.SelectObj(CustomPSet, , ) Application.SIAddCustomParameter(CustomPSet, Param, siDouble, 0, , , , 2053, , 1, , ) Application.InspectObj(CustomPSet,,CustomPSet, c.siModal) box = XSIUIToolkit.MsgBox('I did what you asked me to do', 1, 'FINISHED!' ) print box if box == 1: Application.DeleteObj(CustomPSet) if box == 2: Application.DeleteObj(CustomPSet) On 17 November 2014 13:36, Simon Reeves si...@simonreeves.com wrote: You need a msgbox http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/XSIUIToolkit.MsgBox.html 1 is the ok/cancel style box, if you then print the variable you will see the result of what they picked, as you can see it returns 1 if the user clicked ok, or 2 if the cancelled (or pressed x) EG: box = XSIUIToolkit.MsgBox('hello', 1, 'lalal' ) print box if box == 1: print 'ok' if box == 2: print 'cancelled' for 2) if you are doing stuff with v### and file paths I recommend you use regular expression though daunting, sites like this are extremely useful http://regexr.com/ Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 17 November 2014 13:16, Jonny Grew jonny.g...@gmail.com wrote: Hi list. A real novice at this but I'm butchering various scripts at the moment and wondered if anyone can shed any light on these two bits of code. I can find examples of number 1 in VB but I'm working in Python. everything I've discovered at the moment doesn't work 1 - I want to run 2 portions of scripts depending on whether the inspected property of a custom parameter set has the button push 'ok' or 'cancel' - I can't find the code for this portion of the 'if' statement 2 (a lot more complex, i suspect) I want to look up and get the latest version number of a saved out model/scene/action (all of these have the format v##'). These will live in a folder structure determined by a number of variables in the script that I have already. My script will then add 1 to this number in order to ensure the next export doesn't override an existing asset. As a bonus... if the user changes this number meaning an export would save over an existing asset then it would be great to flag a warning with an 'THIS VERSION ALREADY EXISTS ARE YOU SURE message. Any tips or links to scripts that I can hack would be much appreciated! Cheers Jonny
Re: CrowdFX texture confusion
I'm using an Arnold Standard shader I thought I'd tested this already but clearly not... It appears to be an Arnold issue. Whether it's a Phong, Standard or Constant shader when rendered through Arnold I get the triangle colour error. I'm going to look into this now but if anyone know's about this please shout and let me know. Cheers *-- * *Jonny Grew Ltd * *www.Jonnygrew.com http://www.Jonnygrew.com* *http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013 *07855 212722* Jonny Grew Limited is registered in England and Wales. Company number:07735521 VAT number: 122713057 This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Jonny Grew Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. On 20 March 2014 08:07, Ho Chung Nguyen hochung.ngu...@autodesk.com wrote: Which shader did you use for the shirt? I use a Phong shader and the shirts are rendered fine [cid:image002.jpg@01CF4456.7D99EE70] Actor Copies mesh gets its materials from ICE attribute Materials. So to override that with a cluster/object material, I set the MaterialID of the shirt polygons to 0 [cid:image006.png@01CF4456.7D99EE70] From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Jonny Grew Sent: Thursday, March 20, 2014 2:23 AM To: softimage@listproc.autodesk.com Subject: CrowdFX texture confusion Hi List, I'm trying to get random materials on CrowdFX. I've got 2 questions in relation to this. Attached is an image of a setup. I'm creating a custom attribute (self.WORKDAMNYOU) on the actor copies mesh that is generating a random value between 0 and 7 based on the Copy Index. I'm then getting the Integer Attribute 'WORKDAMNYOU' in the render tree to drive a switch between colours in a Color Multi-Switch (This will eventually be different textures rather than colours). The render appears with odd triangulated colour variations - these triangles vary in size on different characters (the same actor copies mesh). [https://mail.google.com/mail/u/0/images/cleardot.gif] [Inline images 1] In addition to this...When I'm trying to test this in a fresh scene I can't even get the custom attribute (WORKDAMNYOU) to show in the render tree unless it's in the scene material. Displaying the values (In the hope it forces the custom attribute to be visible) does nothing. Any suggestions? Cheers Jonny
Re: mb feathertools cache issue
Cheers, Ben. Good call - and no the mesh hasn't changed... but we want to steer completely clear of using anything that was involved in the previous setup call it superstition if you like but I don't want to risk adding anything that might have been involved in the initial corruption! As it goes the setup looks better than before anyway - it pays to do things over and over even if it does leave you sobbing quietly over your keyboard in the early hours! *-- * *Jonny Grew Ltd * *www.Jonnygrew.com http://www.Jonnygrew.com* *http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013 *07855 212722* Jonny Grew Limited is registered in England and Wales. Company number:07735521 VAT number: 122713057 This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Jonny Grew Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. On 5 November 2013 16:07, Ben Beckett nebbeck...@gmail.com wrote: With the re grooming you could just save out your old weight maps and reapply them Maybe as long as you have not edited the mesh! Ben On 5 November 2013 15:41, Jonny Grew jonny.g...@gmail.com wrote: Just thought I'd give you an update about this... Mr MB had a look at our scenes and encountered the same problem with reading the cache - the feather instances appeared on frame 1 but disappeared on subsequent frames. As there were some nested models under the main chicken model it was thought that there was confusion with ICE recognising certain elements of the setup... I ran a test by removing the nested models and there was no change - still a problem reading the cache. His suggestion was it was a soft cache reading error as it was a little sporadic with the errors we were getting. After much faffing and eliminating every conceivable thing from the list of things that could cause an issue we started over. Removed EVERYTHING other than the meshes to be surfaced with feathers. The feathers were remade and then I reapplied the rig with saved out envelope weights. So far so good. Maybe the issue was with the initial build of the feather system? No answer but problem solved. Although the re-grooming of the feathers obviously adds time, at least we have a setup that works including writing the cache out from referenced animation models and applying it to referenced render models. Thanks for your thoughts. Jonny On 4 November 2013 19:53, Sandy Sutherland sandy.mailli...@gmail.comwrote: You might be right Jonny, been a while since I used it. I am sure you can look see what attributes are being written and find the instance one - it is most likely an integer that can then be fed into an instance node. S. On 2013/11/04 9:01 PM, Jonny Grew wrote: The problem is, Sandy, that I cannot recreate the instancing section of the ice tree. The compound for MB feather tools is not explorable. You simply point it at an instance group but the allocation of each individual feather instance is defined by an envelope weight on a duplicate of the render mesh (called the envelope mesh) Under the hood this will give the particles a custom attribute (I'm guessing) that is used to inform which instance each particle should use-the same goes for size and rate but driven by a weight map that is local to the render mesh. Determining which attribute is being used and how is what I would need to know in order to use on a secondary ice tree by using the set instance geometry node in my 'cache read' particle cloud. MB looking at it but cache issue could be down to how the feather tools were set up originally or some kind of internal confusion due to the fact we have 3 separate feather tool setups all referencing the same instance feather group. Will report back when I know more. Jonny
mb feathertools cache issue
Hello list, Just wondered if anyone can shed any light on some issues we have with mb feather tools When we're caching out the pointcloud we're getting sporadic results in reading the cache back. We have 3 separate mb feather tool setups (body, head and wings) all under different models. These all reference the same feather group in it's own model) and all nodes have been switched to say 'this_model' as advised within the documentation. We're using 6 different feathers and populating the surface using the envelope weights on the 'envelope mesh' that determines which feather within the feather group goes where. This all works great when live but when caching out we're finding that either: 1/The instances aren't there (the particles are - you can see if you change the pointcloud display property to point) 2/Certain feathers are missing (ie feather 3 and 4). You can force the instances to be visible by adding another ice tree on the empty cache read point cloud with a 'set instance geometry' node, however this only populates with the first feather in the feather group. - As the compounds are locked we're not sure what attribute we could use to ensure that the correct feathers are in the correct place. It appears that when things do sporadicly work that they only do from a single scene. Exporting the model from this scene and caching causes even weirder results which means it looks like using reference models in our animation scenes is a no-go. We'll have to export animation action clips, apply them into this scene that sporadicly works and export the ICE Cache into our render scene. Any pointers much appreciated on stating our blindingly obvious faults or hooky work-arounds. Cheers Jonny
Re: mb feathertools cache issue
Forgot to say 2013 sp1 - testing in 2014 now but the fear of switching version mid project makes me reluctant!! *-- * *Jonny Grew Ltd * *www.Jonnygrew.com http://www.Jonnygrew.com* *http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013 *07855 212722* Jonny Grew Limited is registered in England and Wales. Company number:07735521 VAT number: 122713057 This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Jonny Grew Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. On 4 November 2013 16:05, Jonny Grew jonny.g...@gmail.com wrote: Hello list, Just wondered if anyone can shed any light on some issues we have with mb feather tools When we're caching out the pointcloud we're getting sporadic results in reading the cache back. We have 3 separate mb feather tool setups (body, head and wings) all under different models. These all reference the same feather group in it's own model) and all nodes have been switched to say 'this_model' as advised within the documentation. We're using 6 different feathers and populating the surface using the envelope weights on the 'envelope mesh' that determines which feather within the feather group goes where. This all works great when live but when caching out we're finding that either: 1/The instances aren't there (the particles are - you can see if you change the pointcloud display property to point) 2/Certain feathers are missing (ie feather 3 and 4). You can force the instances to be visible by adding another ice tree on the empty cache read point cloud with a 'set instance geometry' node, however this only populates with the first feather in the feather group. - As the compounds are locked we're not sure what attribute we could use to ensure that the correct feathers are in the correct place. It appears that when things do sporadicly work that they only do from a single scene. Exporting the model from this scene and caching causes even weirder results which means it looks like using reference models in our animation scenes is a no-go. We'll have to export animation action clips, apply them into this scene that sporadicly works and export the ICE Cache into our render scene. Any pointers much appreciated on stating our blindingly obvious faults or hooky work-arounds. Cheers Jonny
Re: mb feathertools cache issue
Cheers, guys. So it appears that with either of these methods we can only get it to work with one feather type? Am I missing something? As we can't access the attribute that defines the feather type (1-6 within the group) the set instance doesn't look like an option and the polymesh duplicator only allows one instance object too? I seem to remember that momentum has an instance to geometry function but the studio I'm at doesn't have it. Is there another instance to geometry script out there? I can't seen to find one. Cheers On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com wrote: We did it this way too on Zam - but you can only use one instance this way, unless things have changed since then? S. On 2013/11/04 6:22 PM, Ben Beckett wrote: I have been working with this feather tool for two years now my formula to make it work is: Step1 In scene one Create the feathers with mbfeather tool on your character save this as a base scene Step2 PolyMesh Duplicate the feathers (this example is for one type of feathers) Step3 With that *poly mesh* of the feathers, save it out as a obj and texturing that.(remeber to set the UVs before export) Step4 In scene two, I animate the bird. Then point caching animated Character and a applying the cache to the mbfeather character in your base scene, the character now movers and the feathers go with him. Step5 cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers sim Step6 apply the cache to the exported obj, in scene two, the animated scene. Works nicely Ben
Re: mb feathertools cache issue
Cheers, Ben - Will do. We're packing up a scene with the problem to mr MB himself too so we'll see if he can shed some light on it! - Hopefully not stating that we've made a fundamental mistake that will make us look like knobs! Yep, Matt... That's the problem... but again if Mr MB can show is which attributes can be used to force a particular instance then that too would be handy.. I'll be sure to update with our results/work arounds! I'll take a look at EM's thang too. Thanks Thanks for your help, guys Jonny On 4 November 2013 17:19, Matt Morris matt...@gmail.com wrote: If you were going that route maybe emTopolizer2 would be another solution? http://www.mootzoid.com/plugin/emtopolizer2 For the original issue it sounds like the ice custom attributes 'optimisation' problem. Without knowing which attributes are resonsible for the instance picking you're a bit stuck though, especially with closed compounds. On 4 November 2013 17:11, Ben Beckett nebbeck...@gmail.com wrote: I found this plugin brill but its a bit of a fiddle, There is a addon out there that will export all the feathers together as one mesh. I've seen at Glassworks, if that person want to give it out I suggest you set up a new thread to see if this person comes forward. He all over this list, so he may! Start your title with some thing like, this was once a thread Freeze ICE tree to geometry? Ben On 4 November 2013 16:53, Jonny Grew jonny.g...@gmail.com wrote: Cheers, guys. So it appears that with either of these methods we can only get it to work with one feather type? Am I missing something? As we can't access the attribute that defines the feather type (1-6 within the group) the set instance doesn't look like an option and the polymesh duplicator only allows one instance object too? I seem to remember that momentum has an instance to geometry function but the studio I'm at doesn't have it. Is there another instance to geometry script out there? I can't seen to find one. Cheers On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com wrote: We did it this way too on Zam - but you can only use one instance this way, unless things have changed since then? S. On 2013/11/04 6:22 PM, Ben Beckett wrote: I have been working with this feather tool for two years now my formula to make it work is: Step1 In scene one Create the feathers with mbfeather tool on your character save this as a base scene Step2 PolyMesh Duplicate the feathers (this example is for one type of feathers) Step3 With that *poly mesh* of the feathers, save it out as a obj and texturing that.(remeber to set the UVs before export) Step4 In scene two, I animate the bird. Then point caching animated Character and a applying the cache to the mbfeather character in your base scene, the character now movers and the feathers go with him. Step5 cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers sim Step6 apply the cache to the exported obj, in scene two, the animated scene. Works nicely Ben -- www.matinai.com
Freeze ICE tree to geometry
Following on from my thread about issues of importing and ICE Cache for my MB feather tools it's been recommended I start another thread to see if anyone can point out a script/tool to convert my instanced geometry (multiple instanced objects) to geometry. - Hopefully this remains live so I can point cache it out for the render scene for submitting to the farm. It seems that PolyMesh Duplicate only allows one instance Taking a look at guillaume's 'create poly mesh from instance shape'. Any more recommendations or pointers out there?! Cheers Jonny
Re: Freeze ICE tree to geometry
Cheers Andreas - I know about that one and know it works a treat but the studio I'm working at doesn't have it. Have heard about em_topolizer2 too and price wise I might be able to convince them to spend some money but ideally I was looking for something that could do it without having to go through a laborious process of trying to get money spent!! *-- * *Jonny Grew Ltd * *www.Jonnygrew.com http://www.Jonnygrew.com* *http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013 *07855 212722* Jonny Grew Limited is registered in England and Wales. Company number:07735521 VAT number: 122713057 This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Jonny Grew Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. On 4 November 2013 17:52, Vincent Langer m...@vincentlanger.com wrote: Or em_topolizer2 - it is awesome!! cheers, Vincent 2013/11/4 Andreas Böinghoff boeingh...@s-farm.de Check Momentum - Geometry Tools - Instancer. It creates for you a polygon mesh with all our Instances in it. Its live, but is merged! If your mashes are not to big that could be a way. Andreas On 11/4/2013 6:39 PM, Jonny Grew wrote: Following on from my thread about issues of importing and ICE Cache for my MB feather tools it's been recommended I start another thread to see if anyone can point out a script/tool to convert my instanced geometry (multiple instanced objects) to geometry. - Hopefully this remains live so I can point cache it out for the render scene for submitting to the farm. It seems that PolyMesh Duplicate only allows one instance Taking a look at guillaume's 'create poly mesh from instance shape'. Any more recommendations or pointers out there?! Cheers Jonny -- ANDREAS BÖINGHOFF 3D Artist schönheitsfarm production GmbH Co. KG schönheitsfarm hamburg lippmannstrasse 79 22769 hamburg t +4940 432 91 200 f +4940 432 91 222 schönheitsfarm düsseldorf steinstraße 11 40212 düsseldorf t +49211 913 701 0 f +49211 913 701 99 schönheitsfarm frankfurt hanauer landstrasse 151-153 60314 frankfurt t +4969 484 484 90 w www.s-farm.de Geschäftsführung Manfred Brunwey DE 214892548 | Amtsgericht Hamburg HRA 95793 -- Vincent Langer Leonberger Str. 38 71638 Ludwigsburg +49 176 965 177 61 www.vincentlanger.com
Re: mb feathertools cache issue
The problem is, Sandy, that I cannot recreate the instancing section of the ice tree. The compound for MB feather tools is not explorable. You simply point it at an instance group but the allocation of each individual feather instance is defined by an envelope weight on a duplicate of the render mesh (called the envelope mesh) Under the hood this will give the particles a custom attribute (I'm guessing) that is used to inform which instance each particle should use-the same goes for size and rate but driven by a weight map that is local to the render mesh. Determining which attribute is being used and how is what I would need to know in order to use on a secondary ice tree by using the set instance geometry node in my 'cache read' particle cloud. MB looking at it but cache issue could be down to how the feather tools were set up originally or some kind of internal confusion due to the fact we have 3 separate feather tool setups all referencing the same instance feather group. Will report back when I know more. Jonny On Nov 4, 2013 5:58 PM, Sandy Sutherland sandy.mailli...@gmail.com wrote: ICEcache mode should work fine - you just need to possible recreate or copy the Instancing section on the cloud in. S. On 2013/11/04 6:53 PM, Jonny Grew wrote: Cheers, guys. So it appears that with either of these methods we can only get it to work with one feather type? Am I missing something? As we can't access the attribute that defines the feather type (1-6 within the group) the set instance doesn't look like an option and the polymesh duplicator only allows one instance object too? I seem to remember that momentum has an instance to geometry function but the studio I'm at doesn't have it. Is there another instance to geometry script out there? I can't seen to find one. Cheers On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com wrote: We did it this way too on Zam - but you can only use one instance this way, unless things have changed since then? S. On 2013/11/04 6:22 PM, Ben Beckett wrote: I have been working with this feather tool for two years now my formula to make it work is: Step1 In scene one Create the feathers with mbfeather tool on your character save this as a base scene Step2 PolyMesh Duplicate the feathers (this example is for one type of feathers) Step3 With that *poly mesh* of the feathers, save it out as a obj and texturing that.(remeber to set the UVs before export) Step4 In scene two, I animate the bird. Then point caching animated Character and a applying the cache to the mbfeather character in your base scene, the character now movers and the feathers go with him. Step5 cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers sim Step6 apply the cache to the exported obj, in scene two, the animated scene. Works nicely Ben
Re: blend of speed using test inside null
No need for states or linear interpolate - just used age percentage through an fcurve node to drive the new speed directly - if only the fcurve editor for these parameters was nicer to use! *-- * *Jonny Grew Ltd * *www.Jonnygrew.com* *http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013 *07855 212722* Jonny Grew Limited is registered in **England** and Wales. Company number:07735521 VAT number: 122713057 This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Jonny Grew Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. * * On 17 July 2013 17:42, Jonny Grew jonny.g...@gmail.com wrote: Safe. Cheers Cristo. Was looking at linear interpolate but didn't even think about states. Will give it a go. Fancy a lemonade tomorrow lunch? Coach horses, gt Marlborough. Jonny Grew Ltd www.Jonnygrew.com 07855 212722 Jonny Grew Limited is registered in England and Wales. Company number:07735521 VAT number: 122713057 On Jul 17, 2013 5:32 PM, Cristobal Infante cgc...@gmail.com wrote: 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 * *
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 * *
Limiting deformer weights per vertex
I'm working on a job that delivers an enveloped mesh for use with an online gaming engine. There's a list of specs that need to be considered... ie polygon count, number of envelope deformers etc. One of these limitations is that there can not be anymore than *4 deformer weights per point*. Does anyone know of a way of limiting this or a script that might remove all but 4 of the weights with the most influence on a point?! Smoothing the weights has a lovely result but could leave me with a very laborious task should I need to go through point by point over half the mesh before I mirror the weights. Cheers
Re: Limiting deformer weights per vertex
Well I'll be damned... all these years every day's a school day! Cheers boys! *-- * *Jonny Grew Ltd * *www.Jonnygrew.com* *http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013 *07855 212722* Jonny Grew Limited is registered in **England** and Wales. Company number:07735521 VAT number: 122713057 This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Jonny Grew Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. * * On 20 June 2013 16:59, Eric Turman i.anima...@gmail.com wrote: Use the Enforce Limit: button on the weight editor. points that exceed the limit threshold will highlight too. -=T=- On Thu, Jun 20, 2013 at 10:47 AM, Jonny Grew jonny.g...@gmail.com wrote: I'm working on a job that delivers an enveloped mesh for use with an online gaming engine. There's a list of specs that need to be considered... ie polygon count, number of envelope deformers etc. One of these limitations is that there can not be anymore than *4 deformer weights per point*. Does anyone know of a way of limiting this or a script that might remove all but 4 of the weights with the most influence on a point?! Smoothing the weights has a lovely result but could leave me with a very laborious task should I need to go through point by point over half the mesh before I mirror the weights. Cheers -- -=T=-
CrowdFX actor target speed
Hello list. Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 people. If I set a target speed directly in the particle simulation tree on the simulation crowd the actors behave and try to achieve that target speed. However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my actors to go into a run and the other two to be pretty much static - nowhere near their min speed of 10. There is no animation on the randomize. Tried blowing away the randomize node and starting with that again but same result. Used turbulize but same result. Changes the seed of the simulation cloud. Everything seems to have the same result. Removing the actors that are misbehaving means that the remaining 2 actors populate the whole sim and the same issue arises but this time with one running and the other being static. I can't see that there's any instruction to tell the 0,1,2 or 3rd actor to behave any differently. Any thoughts people?! Cheers Jonny
Re: CrowdFX actor target speed
Not to worry It seems a full shutdown and a rebuild of that section of the tree has solved the problem If we weren't mid-job it would seem from other posts that a 2014 switch over would solve some other textural issues on the farm but we're getting there! *-- * *Jonny Grew Ltd * *www.Jonnygrew.com* *http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013 *07855 212722* Jonny Grew Limited is registered in **England** and Wales. Company number:07735521 VAT number: 122713057 This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Jonny Grew Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. * * On 30 May 2013 15:01, Jonny Grew jonny.g...@gmail.com wrote: Hello list. Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 people. If I set a target speed directly in the particle simulation tree on the simulation crowd the actors behave and try to achieve that target speed. However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my actors to go into a run and the other two to be pretty much static - nowhere near their min speed of 10. There is no animation on the randomize. Tried blowing away the randomize node and starting with that again but same result. Used turbulize but same result. Changes the seed of the simulation cloud. Everything seems to have the same result. Removing the actors that are misbehaving means that the remaining 2 actors populate the whole sim and the same issue arises but this time with one running and the other being static. I can't see that there's any instruction to tell the 0,1,2 or 3rd actor to behave any differently. Any thoughts people?! Cheers Jonny