On 05/12/16 14:38, Olivier Jeannel wrote:
[...] a bit like the POLY ones, but for islands.
It is using Julian Johnson JJ_Islands.
It's a dozen time faster than the Create Instances for
Islands.
Just a remi
No prob, and thanks to Nono for anther excellent solution!
-J
On 05/13/16 10:46, Morten Bartholdy wrote:
> This works really fine - thanks a lot Noel!
>
> Incidentally I tried a different method using Andy Moorers
> emit_instances_matched_to_master_srts.1.2 compound which also does the trick,
>
This works really fine - thanks a lot Noel!
Incidentally I tried a different method using Andy Moorers
emit_instances_matched_to_master_srts.1.2 compound which also does the trick,
but your method taught me some more ICE, so I am much obliged :-)
//Morten
> Den 13. maj 2016 klokken 13:51 sk
Thanks again Jason - very useful stuff. I will have a go at it.
//MB
> Den 12. maj 2016 klokken 17:12 skrev Jason S :
>
>
> Hi sorry if double-posting but I didnt see it show up, (also more links at
> the end)
>
> from Em-Tools Compound Descriptions ;
> (any of these may be useful, but che
On 05/12/16 15:24, Jason S wrote:
> Indeed, and it was also the first :-]
Sorry, rather JJ_Islands was the first, (while wondering about
your own implementation of it if you'd care to elaborate? :) )
On 05/12/16 15:24, Jason S wrote:
Indeed, and it was also the first :-]
On 05/12/16 14:38, Olivier Jeannel wrote:
if you want to manipulate islands, I made a set of
ice nodes, a bit like the POLY ones, but for islands.
It is using Julian Johnson JJ_Islands.
It's
Hi Morten,
This super simple, you juste have to group your object and use that group
to feed an ice tree who generate a point cloud with the very same object
but this time in instance shapes.
You get the point position of the group, then you get the instance shape.
>From that you just have to kill
if you want to manipulate islands, I made a set of ice nodes, a bit like
the POLY ones, but for islands.
It is using Julian Johnson JJ_Islands.
It's a dozen time faster than the Create Instances for Islands.
On Thu, May 12, 2016 at 5:12 PM, Jason S wrote:
> Hi sorry if double-posting but I didnt
Hi sorry if double-posting but I didnt see it show up, (also more
links at the end)
from Em-Tools
Compound Descriptions ;
(any of these may be useful, but check especially the marked link.)
Vertex Islands
That's a thought. Not too familiar with ICE and poly island stuff though.
//MB
> Den 12. maj 2016 klokken 14:22 skrev Jason S :
>
>
> I think you could merge everything and have a particle per island, or a
> similar method to braking apart/fracturing objects.
>
> Will fetch a few links late
I think you could merge everything and have a particle per island, or a
similar method to braking apart/fracturing objects.
Will fetch a few links later-on, but you can check out some of the
em-tools for that purpose.
On 05/12/16 7:54, Morten Bartholdy wrote:
> Quick question: The idea is to b
Quick question: The idea is to build a house from the individual parts, inside
and out, much like a timelapse shot, but you don't see stuff moving in to
place, it just appears where it is supposed to be.
This will probably be many hundred if not thousands of parts, many of which can
not be posi
On 05/11/16 16:55, Jason S wrote:
> I guess this can be used to just as easily toggle or set
anything by volume?
> (which is cool :) )
Or toggle/set anything by any testable condition :)
On 05/11/16 16:55, Jason S wrote:
On Tue,
May 10, 2016 at 5:41 PM, Oscar Juarez
wrote:
if any point is inside a volume the visibility get turns
off.
You could play with averages and thresholds so it fits
better to your ne
Ah, arrays. I had the other bits set up but know next to nothing about arrays.
Thanks a lot Oscar - this is exactly what I need :-)
//Morten
> Den 10. maj 2016 klokken 17:41 skrev Oscar Juarez :
>
>
> You could try something like this:
>
> https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.z
In my example scene, move the cube by the way.
On Tue, May 10, 2016 at 5:41 PM, Oscar Juarez
wrote:
> You could try something like this:
>
> https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0
>
> if any point is inside a volume the visibility get turns off. You could
> play with averages
You could try something like this:
https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0
if any point is inside a volume the visibility get turns off. You could
play with averages and thresholds so it fits better to your needs.
On Tue, May 10, 2016 at 4:29 PM, Morten Bartholdy
wrote:
> I
I would like to unhide a number of objects by animating a volume and as the
objects get to be inside that volume their visibility is set to 1.0.
I can do this for instance by setting an expression on position on a particular
axis for the controlling object, but I don't know how to test if the ge
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