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 skrev Nono <nnois...@gmail.com>:
> 
> 
> Here's a screenshot,
> 
> This was you just need a "delete particle by volume" and you're done
> 
> [image: Inline images 1]
> 
> On 12 May 2016 at 21:12, Nono <nnois...@gmail.com> wrote:
> 
> > 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 the particle by volume or similar ;-)
> >
> > With that technique you just have to populate the group to make them
> > automatically animated, plus you're not limited by just killing particles
> > you can make thinks sizing or moving.
> >
> > Hopes you can figure out the Ice tree by yourself because i don't have an
> > easy access to soft anymore on OSX... maybe i can post it this week-end.
> >
> > Noël
> >
> > On 12 May 2016 at 20:38, Olivier Jeannel <facialdel...@gmail.com> 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 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
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