In vex ;)
Take a look at 'geometry functions' in the docs.
On Thu, Jun 15, 2017 at 5:06 PM Olivier Jeannel
wrote:
> Hi,
>
> I feel stuck (probably stupidly)
>
> I'm in VOP
>
> I have a geo with several primitives (lines / strands), each primitive has
> a different
Brad! Glad you're still checking the list. Houdini is feeling fun. In
many respects it's way more than I've had before in Soft.
The option to use code (vex) or ice like nodes (vops) interchangeably makes
handling arrays and other loops/flow control much easier. Also the
presence of volume/vdb
Glad it helped ;)
On Thursday, January 14, 2016, Steven Caron <car...@gmail.com> wrote:
> Not really, I have it working how I want now, I had come up with my own
> way but also David Barosin on the SItoA list (I accidentally posted there)
> gave me a simpler answer. Here is D
Sounds like you want this
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/Geometry.GetRaycastIntersections.html
On Tuesday, November 10, 2015, Fabian Schnuer Gohde
wrote:
> Hi,
> is there some way in scripting to cast a ray and get the closest
>
Nice one Alok. Thanks for sharing.
On Fri, Nov 6, 2015 at 6:51 AM, Alok Gandhi
wrote:
> Hi All,
>
> Not the slightest intention of self-promotion. Just wanted to share this
> with you fellow softies(that we still are and will always be) in the
> interest of general
I'm not familiar with Paul's setup but he's a very clever and talented guy.
If the jitter is just a few occasional pops, I'd check if any nodes are
using a point reference frame (ICE attribute) instead of a poly reference
frame (or a point normal instead of a poly normal). When sticking
Thanks for being part of a good thing. I wish you all the best.
Dave
On Tuesday, May 12, 2015, Perry Harovas perryharo...@gmail.com wrote:
Best of luck to you Graham. I hope the next place is more fun, more money
and less hours!
On Tue, May 12, 2015 at 7:49 PM, Graham Bell bell...@gmail.com
Use Node Position instead of point position when using closest location
On Monday, April 27, 2015, Adam Seeley adammsee...@gmail.com wrote:
Hi Folks,
I'm sure I've done this before but...
I just want to find the closest location of a surface and transfer the UV
values to my geometry's UV
/2015 5:37 AM, David Barosin wrote:
This is untested but the idea is there.
###
import win32com
from win32com.client import constants as c
oCls = Application.FindObjects2(c.siClusterID)
for i in oCls:
if clskey in i.Name:
Application.DeleteObj(i)
###
On Thu, Feb 5, 2015
This is untested but the idea is there.
###
import win32com
from win32com.client import constants as c
oCls = Application.FindObjects2(c.siClusterID)
for i in oCls:
if clskey in i.Name:
Application.DeleteObj(i)
###
On Thu, Feb 5, 2015 at 12:59 AM, David Gallagher
Really impressive work.
On Thursday, January 22, 2015, Jason S jasonsta...@gmail.com wrote:
On 01/21/15 17:23, Eric Turman wrote:
I don't know Jason...braught has a certain linguistic weightiness to it
;)
Maybe :), but I dont like mistakes that aren't intentional :)
Speaking of
If I understand correctly you need to...
1) Store the initial StrandPosition in the local particle space.(by
multiplying the strandPosition array by the inverted particle transform)
-- get particle transform -- invert --- multiply (strandPosition)
by matrix-- set data
Maybe try their Acclaim format. You grab the .asf file (skeleton) and
apply the .amc (motion) to it. Import it using FileImportAcclaim...
From there you could try a rig to rig transfer in motor.
Just fyi the source data from CMU is pretty noisy. It will need a bit of
clean up.
Motor may take
Just a quick check but is there a subdivision on the geo?
On Thu, Oct 30, 2014 at 11:56 AM, Francois Lord flordli...@gmail.com
wrote:
Allright. What's the deal with ICE attribute values that don't show up
when they're asked to?
I've never had this problem with earlier version but now since
Wow. Cool idea and great execution!
On Wed, Oct 1, 2014 at 11:39 AM, Byron Nash byronn...@gmail.com wrote:
Very nice spot.
On Wed, Oct 1, 2014 at 5:41 AM, Alastair Hearsum hear...@glassworks.co.uk
wrote:
Thanks for the compliment.
Yes Softimage and Redshift
Great result from the team
Very cool. Thanks for sharing that.
On Wednesday, August 27, 2014, Alok Gandhi alok.gandhi2...@gmail.com
wrote:
http://youtu.be/RxP3pfl9QYg
Sent from my iPhone
Jordi thank you! I've been checking out the first few chapters and
thoroughly appreciating all the time and effort you put into these.
A truly kind act.
Cheers,
-Dave
On Wed, May 28, 2014 at 7:40 PM, Nick Angus n...@altvfx.com wrote:
Thank you Mr Bares!
You can hit 'q' to bring up the bounding region in the fcurve editor after
you tag keys which does limit the effect. The smoothing introduce new
kinks at the boundaries though :P It could use a falloff.
On Wed, May 7, 2014 at 12:19 PM, adrian wyer adrian.w...@fluid-pictures.com
wrote:
Here's a little personal indulgence. An ICE mazes generator.
https://www.youtube.com/watch?v=VfiBD9DnnjY
https://www.youtube.com/watch?v=mR5X_mOFWKE
https://www.youtube.com/watch?v=5Z3KCrf4Zbo
It was a great feeling to finally do something off the clock. Softimage
still gets me excited and is
Nope sounds about right.
Chris will all due respect. It's like asking how many letters to you need
to say your favorite words.
ICE is an established visual language for the Softimage folk. You can
program with it and it reaches far beyond just simulation.
On Sat, Mar 15, 2014 at 1:00 PM,
Done!
plug the orientation of the particle into a 'rotate vector' node. For the
'Z' axis of the particle use 0,0,1 as the value in the 'rotate vector'
node.
On Thu, Feb 20, 2014 at 7:36 AM, Chris Marshall
chrismarshal...@gmail.comwrote:
Hello all.
I'm struggling on something that I'm sure should
Not sure if this is still relevant to the current gear version but at an
early version I made a plugin that concatenated the gear location to the
syspath.
Here's the script. In my case I used a folder called modules in the
__sipath__ location. Ideally gear could be on a network drive and this
oops.one more time.
Not sure if this is still relevant to the current gear version but at an
early version I made a plugin that concatenated the gear location to the
syspath.
Here's the script. In my case I used a folder called modules in the
__sipath__ location. Ideally gear could be on a
Plot it before you export? The roll I believe is from a direction
constraint.
On Thu, Jan 9, 2014 at 6:46 AM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
I have an animated camera where I've also animated the roll on it.
When I export the scene as FBX, the camera imports
wrote:
I've tried both plotted and unplotted.
It seems to be a Fusion issue, not Softimage. For some reason Fusion
can't see animated roll on the camera, even when it's plotted.
-Paul
ᐧ
On Thu, Jan 9, 2014 at 7:34 AM, David Barosin dbaro...@gmail.com wrote:
Plot it before you export
Dave that's a great summary, especially coming from someone with the proper
credentials in both packages. This should find it's way up the ladder at
AD.
On Wed, Jan 8, 2014 at 2:45 PM, David Gallagher
davegsoftimagel...@gmail.com wrote:
I rigged on quite a few characters in Maya at Blue
Is there a simulation phase in the stack on the cloud reading the cache?
Maybe try reading the cache from a newly created cloud.
On Wed, Dec 18, 2013 at 7:23 AM, adrian wyer adrian.w...@fluid-pictures.com
wrote:
i have a field of wheat generated with particle instances, that
stick to
You can use a weightmap in the 'emit from geometry' node.
Rate Type: set to Total Number of Particles
In the emission filter parameters -
Rate Control: set to exact rate.
Reference: points to your weight map values (e.g.
cls.WeightMapCls.Weight_Map.Weights)
On Tue, Dec 17, 2013 at
offset1 and offset2, then its constrained to both, with a 0.5 weight on
each constraint.
Soft constraints are layered, meaning that the order the constraints are
applied is important. The last applied constraint trumps the previous
one. So if you want to blend a 50/50 amount you have to leave
Nice one Steve. I was hoping that would somehow make it's way into Soft.
Thanks for taking an interest.
On Wed, Nov 27, 2013 at 5:27 PM, Steven Caron car...@gmail.com wrote:
it isn't really ready for mass consumption... if reinhard wants to post
it, that is fine. currently this project has
in ICE?
On Tue, Nov 26, 2013 at 11:22 AM, David Barosin dbaro...@gmail.comwrote:
seems like you have a strand position at 0,0,0
maybe you need to remove a strand position from the array. (try 'remove
from array' on index 0 or pop the last index)
On Tue, Nov 26, 2013 at 10:51 AM, Chris
:
this what you mean? Seems to give the same effect?
https://www.dropbox.com/s/sw0o5k89h99byyg/if.jpg
Thanks for all your help by the way.
On Tue, Nov 26, 2013 at 12:49 PM, David Barosin dbaro...@gmail.comwrote:
Seems like only some of the particles have that issue. Maybe have an
'if' node
Thanks. Haven't heard from Mark in a long time. Maybe the best demo
guy.
On Tue, Nov 26, 2013 at 5:16 PM, Alan Fregtman alan.fregt...@gmail.comwrote:
Some crowd ICE stuff and how it can cooperate with Maya:
http://www.youtube.com/watch?v=jmJ2L3jC0A8
Found it among these other
No problem. Hope you figure it out.
On Tue, Nov 26, 2013 at 3:01 PM, Chris Johnson chr...@topixfx.com wrote:
Thanks again David...I really appreciate the help!
On Tue, Nov 26, 2013 at 2:54 PM, David Barosin dbaro...@gmail.com wrote:
close. You need to compare the 'value' port
Are there any workgroups with shaders or plugins?
Else start systematically deleting objects, materials, etc.. to see if the
error goes away.
On Wed, Nov 20, 2013 at 3:05 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
While troubleshooting erros in a scene I stumbled
Get all edges
add a particle per edge
use edge vertex index 0 for the particle position (and strand 0 position)
use edge vertex index 1 for strand 1 position
or ;)
go to rray.de and look for this - Strandwire Compound by Andreas Byström
On Tue, Nov 5, 2013 at 7:35 AM, royston michaels
I'm hoping to get some opinions (positive or negative) for crowd fx in
production. I've only looked at it in soft_2013 briefly and I know it went
through some changes since. We're using 2013 now but if there is a major
benefit to 2014 we could do that too.
I'm considering it because it can
- the cats kept on going round in circles as it
was coming down a hill - so I did a post sim constrain to surface on
another cloud.
my 0.02c on it - would certainly use it again for doing crowds on a budget!
S.
On 2013/11/05 8:11 PM, David Barosin wrote:
I'm hoping to get some opinions
that exists at the place I was working on this!
As it was rendering arnold, the instance root also helped.
S.
On 2013/11/05 9:32 PM, David Barosin wrote:
Excellent thanks Sandy! Very much appreciated. Were you in 2013 or
2014?
On Tue, Nov 5, 2013 at 1:51 PM, Sandy Sutherland
we can hear you ;)
On Wed, Oct 30, 2013 at 5:20 PM, Mc Nistor nisc...@gmail.com wrote:
I don't understand how this works... where am I posting?!
google is getting more and more retarded
My guess is that when you extract polygons it makes a new object with the
center at world 0,0,0. The extracted polygons are not really deforming
with the source geo but rather getting extracted at each frame in the new
pose. So the cage deformer is seeing this as a new bind pose rather than a
You need to set this up in the weight map property. You can set the min
and max values. Just use negative values in the 'min'.
On Fri, Oct 25, 2013 at 12:02 PM, olivier jeannel
olivier.jean...@noos.frwrote:
I thought I did this before, but can't remember how...
I want to paint
merge the scene rather than load it. It might give you a fresh sim
environment
Honestly that's pretty phenomenal. No reason to downplay, it's not a
trivial problem to solve.
On Wed, Oct 23, 2013 at 10:56 PM, Mathias N mdawn...@gmail.com wrote:
A couple of years ago I decided I needed inter-colliding strands and spent
an ungodly amount of time trying to make it in ICE.
The crowdFX characters have a decent batch of mocap.
Motor is also an option.
On Thu, Oct 17, 2013 at 10:34 AM, Chris Johnson chr...@topixfx.com wrote:
Hi everyone...been off in Houdini land for a year or soshaking off the
XSI cobwebs...I need some humanoid geo with motion capture for
Maybe look at siControlListBox (setting this attribute -
siUIMultiSelectionListBox )
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/siPPGControlType.html,topicNumber=si_om_siPPGControlType_html
The navigation through the directory structure could use
I would bring the parameters in directly into the ice tree using a get data
node rather than an expression.
On Mon, Oct 7, 2013 at 6:14 PM, Jeffrey Dates jda...@kungfukoi.com wrote:
Hiya guys,
I'm running into something I don't remember coming across before and was
hoping you guys can point
Can't remember if I posted about this before. Should the Multiply Vector
by Matrix node be able to take an array for the positions and an array for
the matrices at the same time?
I'm hoping I can feed in an array of point positions and an array of
Matrices and get their respective multiplication
Ok sorry please ignore. Seems to work.
On Fri, Sep 27, 2013 at 11:12 AM, David Barosin dbaro...@gmail.com wrote:
Can't remember if I posted about this before. Should the Multiply Vector
by Matrix node be able to take an array for the positions and an array for
the matrices at the same time
It's always great to hear about new life for Softimage artists. Please
share some more info about your group.
Best,
-Dave
On Sun, Sep 22, 2013 at 7:54 AM, Sebastian Kowalski l...@sekow.com wrote:
hey bc vip studio artist pool…
would be nice having some more information about that studio.
, Sergio Mucino wrote:
This is awesome! This gives me what I was looking for. Thanks a lot David!
*Sergio Mucino*
Lead Rigger
Modus FX
On 18/09/2013 11:43 AM, David Barosin wrote:
You can sort of get that with the XSI Explorer - (alt + 8) and set the
viewer menu's display to schematic
Try the SDK explorer (Object Details tab). (ctrl + shift + 4, using
softimage keymap)
It will list the port connections. You can select the operators (i.e.
envelope, lattice) and it will list the objects/deformers connected.
On Wed, Sep 18, 2013 at 10:47 AM, Sergio Mucino
Never used it with vray but how do you know it's seeing the workgroups?
Is the log showing that royal is sending the workgroups in the command?
It's been a while but I remember that there was a string length limit. So
sometimes a command string with too many workgroups would get truncated. I
Thanks Chris!
On Wed, Sep 11, 2013 at 5:00 PM, Chris Chia chris.c...@autodesk.com wrote:
Yes the bug: syflexIsSpring is already being worked.
On 11 Sep, 2013, at 2:23 AM, David Barosin dbaro...@gmail.commailto:
dbaro...@gmail.com wrote:
I had a similar problem with the length parameter
I had a similar problem with the length parameter on the syflexISpring node
not working. I'm guessing it happened with the introduction of weightmaps
for syflex.
I submitted a bug report but you may want to add this one to the list.
On Tue, Sep 10, 2013 at 1:31 PM, Andi Farhall
Where are the values coming from? You could convert a string to an array
(String to Array Node)
Or use a (build array from constant node) and replace the values with
whatever method you need (modulo etc...)
On Thu, Sep 5, 2013 at 7:06 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
Well done! Feels like new life for the community. Thanks for putting this
together.
On Wed, Sep 4, 2013 at 12:02 PM, Jeremie Passerin gerem@gmail.comwrote:
Really nice indeed ! Good job guys !
On 4 September 2013 08:43, Alok Gandhi alok.gandhi2...@gmail.com wrote:
Very nice! A much
Hi. Can anyone confirm if this is a bug? I'm testing some ICE syflex cloth
sims in 2014sp1 (centOS). It seems that the 'length' parameters doesn't
work anymore. This parameter allows the cloth to contract nicely around
geo (i.e. muscles)
The length parameter is nested down inside syCloth
Wow Vlad. Really impressive. Thanks for sharing.
On Thu, Aug 8, 2013 at 3:52 PM, Vladimir Jankijevic
vladi...@elefantstudios.ch wrote:
Hey gang,
I was diving into Spherical Harmonics the last few days and I wanted to
share my results with you. I ended up with two custom ICE nodes to
Maybe this?
http://www.craftanimations.com/news/press-releases/craft-director-stuido-for-softimage
On Mon, Aug 5, 2013 at 2:49 PM, olivier jeannel olivier.jean...@noos.frwrote:
I was wondering about Rob Wuijster suggestion : *
**Softimage 2012/13? came with a 3rd party addon for this. It
Just to add.. ICE is pretty amazing with non simulated trees too ;)
On Thu, Jul 25, 2013 at 11:04 AM, Greg Punchatz g...@janimation.com wrote:
Ice is more than a simulation environment ... It's deep ties to the
program make it useful for so many more things... Biofrost sounds like its
a
If you can chew through the greek notation this is helpful.
http://en.wikipedia.org/wiki/Inverse_distance_weighting
On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote:
Hi, I have spent days on this and I cant work it out
I have a selection of points (not on a flat plane) and I
Would an fCurve node do the trick? Make the animation curve in there and
grab values base on a scalar input.
On Fri, Jul 12, 2013 at 1:49 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
** **
How would you store the animation from just a single ICE scalar node as
Ah thanks Grahame. The thought was to transform all the point positions and
add the polygon description after. I just found I could transform the
topology arrays directly ;)
I didn't get as far as transferring UVs so these links are great to pick
apart.
Cheers,
-Dave
Can you just make the model an instance and hide the instance masters?
On Wed, Jun 19, 2013 at 3:32 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
I’ve got a model hierarchy of dozens of parts under a parent object.
** **
The parent object is animated via an
will be hidden too.
** **
** **
Matt
** **
** **
** **
** **
*From:* softimage-boun...@listproc.autodesk.com [
mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
*On Behalf Of *David Barosin
*Sent:* Wednesday, June 19, 2013 12:54 PM
*To:* xsi
Can anyone confirm whether or not the 'length' parameter works on the ICE
node for syflexISpring? I'm using 2014
Thanks,
-Dave
Just to add... I'm looking to get the rescale behavior that the non ice
operators offer.
Thanks again,
-Dave
On Tue, Jun 4, 2013 at 5:05 PM, David Barosin dbaro...@gmail.com wrote:
Can anyone confirm whether or not the 'length' parameter works on the ICE
node for syflexISpring? I'm using
Look at these links - they help explain what ISIVTCollections are and when
they are returned.
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=files/outarg_bylang.htm,topicNumber=d30e53710
It does act funny when there are keys set (maybe constraints too). You
could make a quick script that does a pose constraint that you later
delete.
On Thu, Mar 7, 2013 at 4:03 PM, Kris Rivel krisri...@gmail.com wrote:
Nah...not with chains at least...not most of the time. If I literally
:
Hi David, what is your recipe for getting alembic as ‘pointcache only’?,
we have always found it tries to replace existing geo regardless…
** **
N
** **
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *David
We're currently using alembic from soft to soft here. Using reference
models with pre existing envelopes that attach on the fly to our rigs.
Alembic is basically used for point caching.
Alembic has also been used here for sharing data between Soft, Max, Maya
and Houdini quite nicely (cameras,
back in the day... hrcConvert ;)
On Mon, Jan 28, 2013 at 11:24 AM, ivan t ivansoftim...@gmail.com wrote:
Thanks Stefan , will do :)
The team is aware of this popular request (and many others). I will log it
down.
Best Regards
Ivan
On Tue, Jan 29, 2013 at 12:08 AM, Stefan Andersson
in ice tree
Yeah, that would be really lovely. That change annoys me about 15 times
every day. Whenever my mind is elsewhere I fall back into the old and
accustomed-to behaviour.
On Mon, Jan 28, 2013 at 9:55 PM, David Barosin dbaro...@gmail.commailto:
dbaro...@gmail.com wrote:
Anyone know
Yes that has bitten me pretty bad on one project. The UV's on some
individual polygons rotate when exporting with FBX. Crosswalk is much
better for going to maya with UV's intact.
On Sat, Dec 29, 2012 at 12:22 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Has anyone else
A shot in the dark but maybe you can reference the deformed meshes in.
Referencing might add a little bit of protection from the envelopes
breaking. If needed you can also redirect the reference to a different
deformer model. If it connects you can localize the model save the
envelope out and
The best control I've been able to find is the Mimic node which requires
duplicate geo to attach the sim. You can dig into it a bit to find where
it selects which points to stick. Maybe hack the node to use a weight map
to determine which points are attached. There is a reset check box that is
Some clusters need to be complete - meaning all points are included. Maybe
something on the source cluster is not correct. There is an attribute for
that
Yeah someone else had the same issue. in and out of maya fine but not
softimage. Just check to see if there are pivots that are not zero'ed
out.
On Mon, Oct 29, 2012 at 9:44 AM, Debdas Mohanty devj...@gmail.com wrote:
Hello David,
Problem is when i am importing the same FBX file
off the top of my head...
model the completed bow using ribbon geo deformed on a curve or surface.
Envelope chains and or nulls to the deformer surface.
Start with the bow knot finished and animate it in reverse (untying).
animate the surface deform so the ribbon slides along the path.
throw some
so if I understand you want to have each geo's y-axis point at the origin
without effecting the geometry.
You could throw an envelope on all the obects, apply a direction
constraint to a null at the origin then freeze the envelope.
On Mon, Sep 10, 2012 at 3:03 PM, Matt Lind
I'm really not asking for a hard sell to big studios. Just clear the road
and not impede Softimage from becoming something if a big or small studio
takes an interest. Give it an honest equally marketed chance next to the
other apps.
and CTRL+V, which
work, except when they don't.
I think maybe using the right-click menu will sometimes kickstart the
keyboard shortcuts back into working...I'll try to remember and check next
time it happens
On Wed, Sep 5, 2012 at 12:38 PM, David Barosin dbaro...@gmail.com wrote:
Without
Stephen I'm very saddened to hear this. I really appreciate all your time
and help. You went above and beyond for the Softimage community. I hope
you find better things with a company that understands how valuable you are
to have on the team.
Guillaume I also want to express my appreciation for all that you brought
to the Softimage experience. I feel like I'm getting too much practice
writing 'sad to see you go' emails. Best of luck on the next steps.
Regards,
-Dave
On Fri, Aug 31, 2012 at 10:55 PM, Chris Chia
Looks really great.
On Thu, Jul 26, 2012 at 7:51 AM, Ben Houston b...@exocortex.com wrote:
Beautiful work!
-ben
On Thu, Jul 26, 2012 at 2:30 AM, Bradley Gabe witha...@gmail.com wrote:
http://www.themill.com/work/emerson-lukoil-us.aspx
Amazing work done by The Mill.
The wolf was
Just pinging to myself
Fabricio Chamon made this nice plugin
http://iceduous.blogspot.com/2010/07/ice-strands-to-curves.html
On Tue, May 22, 2012 at 1:24 PM, john clausing jclausin...@yahoo.comwrote:
Is there a way to convert strands to curves? i have a good result on
behavior with the strands, but am having a heck
Vlad that is pretty amazing. Really nice making of. Come back to nyc
soon ;)
On Tue, May 15, 2012 at 7:37 AM, Vladimir Jankijevic
vladi...@elefantstudios.ch wrote:
Hi Gang,
here is a small sneak peak of one of the things that I presented at this
event. Todd is preparing the recordings of
This may be unrelated but I've had issues with attributes changing context
from point to object. Sometimes I had to make a new attribute name or use
a new cloud and move the ice tree over.
On Wed, Apr 25, 2012 at 5:02 PM, Bradley Gabe witha...@gmail.com wrote:
Just a wild guess here, but so
I'm scripting a regex renamer for ICE nodes and I was wondering if there is
something that will suspend updating the scene until all the edits are
done. Something similar the beginEdit and endEdit option for Fcurves.
Thanks,
-Dave
back to the main execute
node.
-ben
On Fri, Apr 20, 2012 at 7:09 PM, David Barosin dbaro...@gmail.com wrote:
I'm scripting a regex renamer for ICE nodes and I was wondering if there
is
something that will suspend updating the scene until all the edits are
done. Something similar
, David Barosin dbaro...@gmail.com wrote:
Good idea. Thanks Ben.
On Fri, Apr 20, 2012 at 7:12 PM, Ben Houston b...@exocortex.com wrote:
Two ideas:
- You could disable the owner of the ICE tree to prevent scene
evaluation.
- You could also disconnect the connections from the main execute
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