Huh!
On 04/13/16 6:22, Chris Marshall wrote:
Another solution you might be able to try, which
I've used in certain situations, is to create a polygon object
in ICE with Convert Instances to Mesh on an empty Polygon Mesh,
from your part
Hey Pedro,
Not sure I understand what you are after, but to bounce on Cesar (^^)
there's a fit bezier node in ice, and also Bradley - master -Gabe explain
how to build your own.
https://vimeo.com/11016782
https://vimeo.com/11079196
On Wed, Apr 13, 2016 at 2:52 PM, Cesar Saez wrote:
> Hi,
>
> I
Thanks Olivier, I had a 'lightbulb' moment one day. It doesn't happen very
often.
On 13 April 2016 at 13:30, Olivier Jeannel wrote:
> Super clever !
>
> On Wed, Apr 13, 2016 at 1:29 PM, Chris Marshall > wrote:
>
>> Exactly! Once you have the shrinkwarp working, you can do all sorts of
>> things
Hi,
I think you are mixing up the U coordinate, also known as the "time" of the
cubic equation (or whatever you choose to go with) used under the hood,
with a linearly distributed points on a curve (basically a post process
done after the initial interpolation, length based instead of "time" based
...shrinkwrap...
On 13 April 2016 at 12:29, Chris Marshall wrote:
> Exactly! Once you have the shrinkwarp working, you can do all sorts of
> things. The 'blocks in a sock' look was exactly what I was after, but you
> could smooth it etc to get the look you're after.
>
>
> On 13 April 2016 at 12:
Super clever !
On Wed, Apr 13, 2016 at 1:29 PM, Chris Marshall
wrote:
> Exactly! Once you have the shrinkwarp working, you can do all sorts of
> things. The 'blocks in a sock' look was exactly what I was after, but you
> could smooth it etc to get the look you're after.
>
>
> On 13 April 2016 at
Exactly! Once you have the shrinkwarp working, you can do all sorts of
things. The 'blocks in a sock' look was exactly what I was after, but you
could smooth it etc to get the look you're after.
On 13 April 2016 at 12:21, Ed Manning wrote:
> On Wed, Apr 13, 2016 at 6:22 AM, Chris Marshall > wr
On Wed, Apr 13, 2016 at 6:01 AM, Chris Marshall
wrote:
> I've done quite a bit of this and the only way I could get a tighter 'fit'
> was to scale everything up.
>
When I've had to do something that requires a scale change to work
properly, I've sometimes been able to do the "scale-up" in ICE by
On Wed, Apr 13, 2016 at 6:22 AM, Chris Marshall
wrote:
> Another solution you might be able to try, which I've used in certain
> situations, is to create a polygon object in ICE with Convert Instances to
> Mesh on an empty Polygon Mesh, from your particle cloud. Obviously you need
> to use a simp
afaik
‘on enter state’ executes once (on one frame only) when the particle changes to
this state.
so rather plug it in the port ‘on every frame’ (or whatever it’s called) for
continuing to evaluate the stick node.
From: Pierre Schiller
Sent: Tuesday, April 12, 2016 10:08 PM
To: softimage@lis
Another solution you might be able to try, which I've used in certain
situations, is to create a polygon object in ICE with Convert Instances to
Mesh on an empty Polygon Mesh, from your particle cloud. Obviously you need
to use a simple sphere or icosohedron as the instanced particle. You can
then
I've done quite a bit of this and the only way I could get a tighter 'fit'
was to scale everything up.
On 12 April 2016 at 21:28, Jason S wrote:
> In case you might have missed it or if it would make a difference, but
> there are polygonizer settings under both the generated polygonizer mesh,
>
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