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, 
> 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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