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 <jasonsta...@gmail.com> wrote: > Hi sorry if double-posting but I didnt see it show up, (also more links at > the end) > > from Em-Tools Compound Descriptions > <http://www.mootzoid.com/learning/emTools/documentation/v_emTools> ; > (any of these may be useful, but check especially the marked link.) > Vertex Islands Initialize Island Data > > Initializes the vertex island data. > An example on how to use this compound can be found here: > emTopolizer 1.00 Tutorial 03 - Vertex Islands <http://vimeo.com/50751483> > > > Create Particles from Island Centers > > Creates one particle for each island center. > An example on how to use this compound can be found here: > emTopolizer 1.00 Tutorial 03 - Vertex Islands <http://vimeo.com/50751483> > > > *<--- Check this link, also @ 5;50 builds a simple tree from scratch * > Transform Islands > > Transforms the vertex islands. > An example on how to use this compound can be found here: > emTopolizer 1.00 Tutorial 03 - Vertex Islands > > <http://vimeo.com/50751483> > Getters > > A bunch of compounds to get diverse island related data. > The compounds are self-explanatory. > > > > > Also perhaps even yet easier, from MotionTools Doc > <http://www.gustavoeb.com.br/mtools/documentation/> > Controling Polygons and Polygon Islands > > There are some special cases, in Motion Tools, that deviate from the basic > setup. We stumble upon such cases when you want to, for example, control > polygon islands from a fracture object, or text object. Also, when we > want to dice a object into many polygons and control > those disconnected elements. > > For both this situations you can use the menu “ICE > Create > Motion > Tools > Create Instances from Islands” and then choose the option that > fits you best, either, “Use Exisiting Polygon Islands”, or, “Dice > Polygons into Polygon Islands”. > > > <http://www.gustavoeb.com.br/mtools/wp-content/uploads/2012/06/createFromIsland.jpg> > > Both situations will yeld a similiar setup that we can describe this way. > Firstly the object in which the Polygon Islands exist (or in which the > polygons will be sliced into Polygon Islands) receives a ICETree that looks > like this: > > > <http://www.gustavoeb.com.br/mtools/wp-content/uploads/2012/06/initpolyisland.jpg> > > 1. The ICETree is created at the uppermost position of the Modeling > Stack > 2. In it you will find only one node that geathers info about the > geometry > 3. This node works in two ways, it either stores info on your current > Polygon Islands, or it makes every polygon a Polygon Island and then stores > the information. > > The information created by this node then feeds another ICETree that lives > in a Pointcloud and resembles a basic Motion Tools setup, with minor > differences, as follows: > > > <http://www.gustavoeb.com.br/mtools/wp-content/uploads/2012/06/islandcontrol.jpg> > > 1. Points are created solely based on the information provided by the > geometry with the “Create Points from Polygon Islands” node > 2. Constraint PolyIslands to Pointcloud will feed the information from > your Motion Tools ICETree back to your geomtry, keeping both in sinc. In > case you are using simulations, this node should be place in the > Post-Simulation area. > > > > MT Clip specific to islands; https://vimeo.com/44039628 > > General MT use clip; https://vimeo.com/46425839 > > > MT Islands can also super-easily be simed (uses RBD with easy > trigger-object setup). > > Hope that could help, & keep us posted! > > > > On 05/12/16 8:34, Morten Bartholdy wrote: > > 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 <jasonsta...@gmail.com> > <jasonsta...@gmail.com>: > > > 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 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 positioned with particles (which would be easy to reveal) so is > there perhaps a way to take the content of a group and use as input for an > ICE tree like this, so I don't have to set up an ICE tree for each part? > > //Morten > > > > > Den 10. maj 2016 klokken 17:41 skrev Oscar Juarez <tridi.animei...@gmail.com> > <tridi.animei...@gmail.com>: > > > 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 <x...@colorshopvfx.dk> > <x...@colorshopvfx.dk> > wrote: > > > 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 geometry is inside another one and if so set the visibility to 1.0 > > I know that in ICE I can test if polygons are inside a volume and get a > boolean value from that, but it is per polygon so I can't find a way to set > object visibility with these values. > > Is there a simple way to do this either via expressions or in ICE? > > > Thanks - Morten > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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