Python help

2014-11-17 Thread Jonny Grew
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

2014-11-17 Thread Jonny Grew
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

2014-03-20 Thread Jonny Grew
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



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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

2013-11-05 Thread Jonny Grew
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!



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Company number:07735521
VAT number: 122713057


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solely for the use of the individual to whom it is addressed. Any views or
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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

2013-11-04 Thread Jonny Grew
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

2013-11-04 Thread Jonny Grew
Forgot to say 2013 sp1 - testing in 2014 now but the fear of switching
version mid project makes me reluctant!!

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*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
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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

2013-11-04 Thread Jonny Grew
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

2013-11-04 Thread Jonny Grew
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

2013-11-04 Thread Jonny Grew
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

2013-11-04 Thread Jonny Grew
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!!



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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
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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



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Re: mb feathertools cache issue

2013-11-04 Thread Jonny Grew
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

2013-07-18 Thread Jonny Grew
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!



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*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

2013-07-17 Thread Jonny Grew
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

2013-06-20 Thread Jonny Grew
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

2013-06-20 Thread Jonny Grew
Well I'll be damned... all these years every day's a school day! Cheers
boys!

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Company number:07735521
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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

2013-05-30 Thread Jonny Grew
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

2013-05-30 Thread Jonny Grew
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.

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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