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 >>>>> ------ >>>>> 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. ------ Softimage Mailing List. 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