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 > >>> ------ > >>> 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. > >>> > >> > >> > >> ------ > >> 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.