Particle clumping technique
Hey guys, I'm looking for a way to emit a bunch of particles in clumps, that over time break apart. Hopefully giving the impression of dirt turning to a fine dust. I'm imagining something like having a clump of 8 breaking into 2 sets of 4, then a few frames later having this turn into 4 sets of 2 and finally 8 individual particles. I'm thinking of maybe using a clone point / add point as the base, and finding a way of controlling the bunching from there. Although I'm keen to hear if anyone has tried this and has any ideas. Regards, Tim
Re: Particle clumping technique
Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com http://elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk mailto:tim_boll...@hotmail.co.uk wrote: 2 sets of 4
Re: Particle clumping technique
Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote: 2 sets of 4
Re: Particle clumping technique
Cheers Rob, just looking through the scene. The Spawn on trigger seems like an interesting approach. At some random time my one particle spawns two new ones with a slightly offset direction and with half the size of parent particle. After a certain amount of time this process repeats. Sounds like it should do the trick. Regards, Tim On 07/01/2013 11:11, Rob Chapman wrote: Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote: 2 sets of 4
Re: Particle clumping technique
That's exactly what I had in mind Vladimir! Thank you! Regards, Tim On 07/01/2013 12:04, Vladimir Jankijevic wrote: Seems the message didn't get through! Here it is again: Here is a bare bone scene I just built to give you a starting point. It basically assigns a groupID to the clumps and drives a partID attribute on the particles based on some criteria. You can then do whatever you want with that partID. Drive changes in direction and so on. Just take a look Hope it helps Vladimir On Mon, Jan 7, 2013 at 11:34 AM, Tim tim_boll...@hotmail.co.uk mailto:tim_boll...@hotmail.co.uk wrote: Cheers Rob, just looking through the scene. The Spawn on trigger seems like an interesting approach. At some random time my one particle spawns two new ones with a slightly offset direction and with half the size of parent particle. After a certain amount of time this process repeats. Sounds like it should do the trick. Regards, Tim On 07/01/2013 11:11, Rob Chapman wrote: Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk mailto:tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com http://elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk mailto:tim_boll...@hotmail.co.uk wrote: 2 sets of 4 -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch http://www.elefantstudios.ch ---
RE: Area ate my message ( and spit it out again :)
FxPerson, You have a tendency to write in partial sentences, use strange punctuation and use multiple font sizes in your emails. This makes it hard to understand the points you are trying to make. Writing is hard. I will often rewrite a single email or posting multiple times until it feels right. I think it was Luc-Eric who once told me it can take him 1/2 hour to craft a single reply to this list and I am in the same ballpark. I don't really have any advice other than to keep re-reading and refining your message until it is as clear as you can make it. Also, never write when you are upset or emotionally charged. In those situations I will often compose my reply but then sit on it for a few hours or maybe even a day and then go back a rewrite it when I have calmed down. Treat others with respect and try not to assume intent before you know all the facts. A better reply to the held for moderation message would have been to just state what happened and ask what it means. Finally, posting under my real name helps because if I fuck up and say the wrong thing it reflects on me personally. Making mistakes and learning the hard way can be a very good thing IMHO. ;-) Cheers! -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person Sent: 06 January 2013 13:40 To: softimage@listproc.autodesk.com Subject: Re: Area ate my message ( and spit it out again :) @Raffaele Stefan Actually the Line Breaks are manual (not left to the automatic line breaks of the page width) which normally should be easier to read, but the Area fixed page width ended-up slightly shorter than measured, resulting in sporadic extra line breaks with 1 or 2 words on the extra lines.. Would have fixed-it if there was an Edit button, but there was not. But **Could not** read / understand it ? (hum..) @Andy Not sure about the distress.. strong feelings perhaps.. as for your previous post.. Yep.. aah! sales.. But what makes me somewhat hopeful, particularly for when MayaFX would come out, in respects to what would be left of ICE marketing, (ICE Marketing being whats left of SI Marketing) .. from what I can tell, the industry seems to be moving towards the smaller-shop market, and that includes Autodesk.. Smaller-shops/indy freelancers being exactly where SI can shine (or outperform) most, and where AD would have a few very good contenders there (Modo.. C4D..) (unless they would acquire them all .. gna-hahaha!) and where Maya may feel a bit overbloated. Otherwise, if they only knew how much (Godforsaken) sales they may be about to miss-out on. Depending on how things turn out, I'm personally keeping an eye on Modo (workflow/philosophy-wise ) while having witnessed an increasing amount of actual job posts mentioning it. (and while surely also keeping-on using SI at home, as I would Photoshop if it got aquired by Corel replaced with Corel Paint) Also please don't apologize! I personally found your long post to be rather short! :) From: Andy Moorer andymoo...@gmail.com I was the same, I saw it as indicative of a degree of distress and strong conflicting feelings on the matter. (Shrugs) I can accept that, I've vented on this board myself (probably to the annoyance of the rest of you, heh, apologies.) In a sense, I'm glad Softimage is a tool which can arouse this degree of emotion, I think it's an amazing tool and am glad others also feel as strongly. But I hope nobody will stress themselves out too much. :) On Jan 6, 2013, at 1:13 AM, Raffaele Fragapane raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote: If I have to be honest, I couldn't puzzle out, or read the entirety of, the post due to the layout/typography being so... messy? I don't even get what is a quote, a self-quote, a statement, or anything else. I might be alone in this, but I really couldn't get through the lot, and not for lack of trying. attachment: winmail.dat
Re: Particle clumping technique
I've build something like that for the catrice spot last year (http://www.sekow.com/catrice_color), its a complicated tree. i could share an .emdl if you interested. just give me a sec to dig that one out. sebastian Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com: Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote: 2 sets of 4
Re: Sales question
Well it does look like there's a purchasing option on the autodesk website now, but it seems to be more expensive than buying through my reseller! On 7 January 2013 13:18, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Is there any way to buy Softimage directly from Autodesk? It's renewal time again and I really think it's dumb I've got to buy my products from a deal I've never talked to, never met, and who does absolutely nothing for me. Thanks, Paul -- www.matinai.com
RE: Sales question
You can purchase Autodesk software from the Autodesk eStore: http://store.autodesk.com/store/adskus/Content/pbPage.StoreSelector/ccRef.en_US You can buy new seats and/or upgrade, but not sure you can purchase just Subscription via this store. G From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: 07 January 2013 13:18 To: softimage@listproc.autodesk.com Subject: Sales question Is there any way to buy Softimage directly from Autodesk? It's renewal time again and I really think it's dumb I've got to buy my products from a deal I've never talked to, never met, and who does absolutely nothing for me. Thanks, Paul attachment: winmail.dat
RE: Particle clumping technique
Sebastian I would also like to take a look at that - we have to do an effect of someone being hit by a projectile and disintegrating - in very little time and right now we have scaled down as we on last legs of Khumba so VFX people = ME as well as Rigging, Mocap etc... so not got a lot of time to RD. If possible - many thanks Regards Sandy Sandy Sutherland | Technical Supervisor From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski [l...@sekow.com] Sent: 07 January 2013 12:42 To: softimage@listproc.autodesk.com Subject: Re: Particle clumping technique I've build something like that for the catrice spot last year (http://www.sekow.com/catrice_color), its a complicated tree. i could share an .emdl if you interested. just give me a sec to dig that one out. sebastian Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com: Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote: 2 sets of 4
Re: Particle clumping technique
Hey Sebastian, I would also like to have a look if it is possible. I'm doing completly unrelated things, but I'm just curious :D Olivier Le 07/01/2013 15:17, Sandy Sutherland a écrit : Sebastian I would also like to take a look at that - we have to do an effect of someone being hit by a projectile and disintegrating - in very little time and right now we have scaled down as we on last legs of Khumba so VFX people = ME as well as Rigging, Mocap etc... so not got a lot of time to RD. If possible - many thanks Regards Sandy Sandy Sutherland | Technical Supervisor From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski [l...@sekow.com] Sent: 07 January 2013 12:42 To: softimage@listproc.autodesk.com Subject: Re: Particle clumping technique I've build something like that for the catrice spot last year (http://www.sekow.com/catrice_color), its a complicated tree. i could share an .emdl if you interested. just give me a sec to dig that one out. sebastian Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com: Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote: 2 sets of 4
Re: Sales question
Hi You can buy subscription when you purchase/upgrade a product, but you cannot renew subscription. http://store.autodesk.com/store/adskus/Content/pbPage.CustomerService-HelpPage Can I purchase a subscription for my product? #product-info-canipurchaseasubscription Yes! We are now offering 1-year Autodesk Subscriptions on the Store when you purchase your software. The Autodesk Online Store does not yet sell subscription contracts by themselves for the Autodesk products you may already own, nor renewals of your current subscriptions. If the Subscription Program is available for your product, and you chose not to buy a subscription from the Store at that time, you can still 'attach' a subscription within 30 days of purchasing from the Store by contacting your local Autodesk Authorized Reseller http://www.autodesk.com/reseller. The Autodesk Authorized Reseller can also provide information about available training services. Your confirmation email is your proof of purchase. For more information about our Subscription Program, visit our Subscription Center http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=613372. Also, I don't think you can buy a network license. On 07/01/2013 9:06 AM, Graham Bell wrote: You can purchase Autodesk software from the Autodesk eStore: http://store.autodesk.com/store/adskus/Content/pbPage.StoreSelector/ccRef.en_US You can buy new seats and/or upgrade, but not sure you can purchase just Subscription via this store. G From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: 07 January 2013 13:18 To: softimage@listproc.autodesk.com Subject: Sales question Is there any way to buy Softimage directly from Autodesk? It's renewal time again and I really think it's dumb I've got to buy my products from a deal I've never talked to, never met, and who does absolutely nothing for me. Thanks, Paul
Re: Sales question
Softimage costs €3300,- in the Autodesk store. That's exactly what my local reseller charged. Am 07.01.2013 15:06, schrieb Graham Bell: You can purchase Autodesk software from the Autodesk eStore: http://store.autodesk.com/store/adskus/Content/pbPage.StoreSelector/ccRef.en_US You can buy new seats and/or upgrade, but not sure you can purchase just Subscription via this store. G From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Griswold Sent: 07 January 2013 13:18 To: softimage@listproc.autodesk.com Subject: Sales question Is there any way to buy Softimage directly from Autodesk? It's renewal time again and I really think it's dumb I've got to buy my products from a deal I've never talked to, never met, and who does absolutely nothing for me. Thanks, Paul
Re: Particle clumping technique
Hi Sandy, I had the pleasure to get to use some nicely fractured and animated houses from Sebastian and his collegues once, he´s really good at breaking things apart. I have no idea how they did it. An alternative might be some Houdini inspiration, I am intrigued by this tutorial description: http://www.cmivfx.com/tutorials/view/506/Houdini+Embers+And+Ash Could be a start for what you need if Houdini is an option. Cheers, tim On 07.01.2013 15:17, Sandy Sutherland wrote: Sebastian I would also like to take a look at that - we have to do an effect of someone being hit by a projectile and disintegrating - in very little time and right now we have scaled down as we on last legs of Khumba so VFX people = ME as well as Rigging, Mocap etc... so not got a lot of time to RD. If possible - many thanks Regards Sandy Sandy Sutherland | Technical Supervisor From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski [l...@sekow.com] Sent: 07 January 2013 12:42 To: softimage@listproc.autodesk.com Subject: Re: Particle clumping technique I've build something like that for the catrice spot last year (http://www.sekow.com/catrice_color), its a complicated tree. i could share an .emdl if you interested. just give me a sec to dig that one out. sebastian Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com: Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote: 2 sets of 4
Re: Particle clumping technique
it would be a better effect if each original particle lost mass size as it emitted smaller clones of itself. Not too hard to setup but would be great to see - by the way Sebastian, I really love that the dust on that commercial. - there is so many particles that it looks like a fluid effect rendered with volume shader :) best Rob On 7 January 2013 14:27, olivier jeannel olivier.jean...@noos.fr wrote: Hey Sebastian, I would also like to have a look if it is possible. I'm doing completly unrelated things, but I'm just curious :D Olivier Le 07/01/2013 15:17, Sandy Sutherland a écrit : Sebastian I would also like to take a look at that - we have to do an effect of someone being hit by a projectile and disintegrating - in very little time and right now we have scaled down as we on last legs of Khumba so VFX people = ME as well as Rigging, Mocap etc... so not got a lot of time to RD. If possible - many thanks Regards Sandy Sandy Sutherland | Technical Supervisor From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski [l...@sekow.com] Sent: 07 January 2013 12:42 To: softimage@listproc.autodesk.com Subject: Re: Particle clumping technique I've build something like that for the catrice spot last year (http://www.sekow.com/catrice_color), its a complicated tree. i could share an .emdl if you interested. just give me a sec to dig that one out. sebastian Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com: Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote: 2 sets of 4
RE: Particle clumping technique
Thanks Tim, Houdini is not an option for now, but will look at that link for inspiration. Thanks S. Sandy Sutherland | Technical Supervisor From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Tim Leydecker [bauero...@gmx.de] Sent: 07 January 2013 16:36 To: softimage@listproc.autodesk.com Subject: Re: Particle clumping technique Hi Sandy, I had the pleasure to get to use some nicely fractured and animated houses from Sebastian and his collegues once, he´s really good at breaking things apart. I have no idea how they did it. An alternative might be some Houdini inspiration, I am intrigued by this tutorial description: http://www.cmivfx.com/tutorials/view/506/Houdini+Embers+And+Ash Could be a start for what you need if Houdini is an option. Cheers, tim On 07.01.2013 15:17, Sandy Sutherland wrote: Sebastian I would also like to take a look at that - we have to do an effect of someone being hit by a projectile and disintegrating - in very little time and right now we have scaled down as we on last legs of Khumba so VFX people = ME as well as Rigging, Mocap etc... so not got a lot of time to RD. If possible - many thanks Regards Sandy Sandy Sutherland | Technical Supervisor From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski [l...@sekow.com] Sent: 07 January 2013 12:42 To: softimage@listproc.autodesk.com Subject: Re: Particle clumping technique I've build something like that for the catrice spot last year (http://www.sekow.com/catrice_color), its a complicated tree. i could share an .emdl if you interested. just give me a sec to dig that one out. sebastian Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com: Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote: 2 sets of 4
Re: terrain ascii xyz import
You want a pointcloud? Because that's just positions. It's not defining topology. You could probably make a grid of enough points and stick them to that pointcloud, but it could look shitty. On Mon, Jan 7, 2013 at 10:09 AM, Chris Marshall chrismarshal...@gmail.comwrote: Hi, Sorry for the slow reply on this. We have an xyz file, which is just a grid of points, like this:- -105.25,39.75,1757.129 -105.25,39.749958,1758.791 -105.25,39.749917,1760.882 -105.25,39.749875,1763.025 -105.25,39.749833,1765.183 -105.25,39.7497916667,1767.467 -105.25,39.749750,1768.741 -105.25,39.749708,1771.766 -105.25,39.749667,1773.832 -105.25,39.749625,1775.873 -105.25,39.749583,1777.84 -105.25,39.7495416667,1779.369 -105.25,39.749500,1781.255 -105.25,39.749458,1783.423 -105.25,39.749417,1785.815 -105.25,39.749375,1788.552 -105.25,39.749333,1791.749 -105.25,39.7492916667,1795.332 -105.25,39.749250,1800.269 -105.25,39.749208,1804.516 -105.25,39.749167,1808.3 So it must be relatively easy to convert this into a grid? Anyone got any ideas or can supply a simple script we can modify that'll read this data and generate a new grid or adjust the height of an existing grid? Thanks Chris On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote: If it’s ASCII, an importer can probably be written fairly easily. ** ** Do you have a sample file? ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* Friday, December 14, 2012 5:19 AM *To:* softimage@listproc.autodesk.com *Subject:* terrain ascii xyz import ** ** Hello, Anyone know how to get these into soft? ** ** Cheers ** ** Chris ** ** -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: terrain ascii xyz import
Hey Chris, I quickly (read - some things may not work!) refactored my old .PLY importer for you. should work... Just rename as .py and run in the script editor. Like Alan suggested though, it's just point data so it just makes a pointcloud. Hope it helps. DAN On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall chrismarshal...@gmail.comwrote: Hi, Sorry for the slow reply on this. We have an xyz file, which is just a grid of points, like this:- -105.25,39.75,1757.129 -105.25,39.749958,1758.791 -105.25,39.749917,1760.882 -105.25,39.749875,1763.025 -105.25,39.749833,1765.183 -105.25,39.7497916667,1767.467 -105.25,39.749750,1768.741 -105.25,39.749708,1771.766 -105.25,39.749667,1773.832 -105.25,39.749625,1775.873 -105.25,39.749583,1777.84 -105.25,39.7495416667,1779.369 -105.25,39.749500,1781.255 -105.25,39.749458,1783.423 -105.25,39.749417,1785.815 -105.25,39.749375,1788.552 -105.25,39.749333,1791.749 -105.25,39.7492916667,1795.332 -105.25,39.749250,1800.269 -105.25,39.749208,1804.516 -105.25,39.749167,1808.3 So it must be relatively easy to convert this into a grid? Anyone got any ideas or can supply a simple script we can modify that'll read this data and generate a new grid or adjust the height of an existing grid? Thanks Chris On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote: If it’s ASCII, an importer can probably be written fairly easily. ** ** Do you have a sample file? ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* Friday, December 14, 2012 5:19 AM *To:* softimage@listproc.autodesk.com *Subject:* terrain ascii xyz import ** ** Hello, Anyone know how to get these into soft? ** ** Cheers ** ** Chris ** ** -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk import sys import random import gzip import os import re from struct import pack import win32com.client from win32com.client import constants ## Globals null = None false = 0 true = 1 xsi = Application pr = xsi.LogMessage def main(): # Browse for the .XYZ file xyzFilePath = GetXYZfilePath() if xyzFilePath: # Retreive the point data from the .XYZ file pointsList = GetPointsList(xyzFilePath) nbPoints = len(pointsList) if nbPoints 0: # Get user input oPset = GetInputValues(nbPoints) if oPset: pointsPerc = oPset.pPointsPerc.value # Take the list of point data and rework it for softimage - Use user input to filter/modify the data. pointDataList = ParsePoints(pointsList, pointsPerc) nbPoints = len(pointDataList) # Write the icecache cachePath = WriteIceCache(xyzFilePath, pointDataList, oPset.pPointSize.value) # Create an empty pointcloud under a model cloudModel = xsi.ActiveSceneRoot.AddModel(,xyzfileName + _model) pointCloud = cloudModel.AddPrimitive(pointcloud, xyzfileName) # Load in out newly created icecache xsi.AddFileCacheSource(pointCloud, cachePath) # Cleanup... xsi.FreezeObj(pointCloud) xsi.DeleteObj(cloudModel.Fullname + .Mixer) # I figure one more command isn't gonna hurt after the 3 above this... ;) xsi.SetValue(pointCloud.Fullname + .particledisplay.displaytype, 1, ) else: pr(Aborting!!!) xsi.DeleteObj(oPset) else: pr(Error - no points found or not a valid XYZ file!!!) else: pr(Error - no XYZ file!!!) return def GetInputValues(nbPoints): # Setup the Custom Pset and inspect Modally - Define the Pset as a global global oPset oPset = xsi.ActiveSceneRoot.AddCustomProperty(XYZ_ImportOptions) pImportPerc = oPset.AddParameter2(pPointsPerc, constants.siInt2, 100, 0, 100, 0, 100)
Re: terrain ascii xyz import
OK Thanks, I'll take a look!! Cheers On 7 January 2013 16:22, Dan Yargici danyarg...@gmail.com wrote: Hey Chris, I quickly (read - some things may not work!) refactored my old .PLY importer for you. should work... Just rename as .py and run in the script editor. Like Alan suggested though, it's just point data so it just makes a pointcloud. Hope it helps. DAN On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall chrismarshal...@gmail.comwrote: Hi, Sorry for the slow reply on this. We have an xyz file, which is just a grid of points, like this:- -105.25,39.75,1757.129 -105.25,39.749958,1758.791 -105.25,39.749917,1760.882 -105.25,39.749875,1763.025 -105.25,39.749833,1765.183 -105.25,39.7497916667,1767.467 -105.25,39.749750,1768.741 -105.25,39.749708,1771.766 -105.25,39.749667,1773.832 -105.25,39.749625,1775.873 -105.25,39.749583,1777.84 -105.25,39.7495416667,1779.369 -105.25,39.749500,1781.255 -105.25,39.749458,1783.423 -105.25,39.749417,1785.815 -105.25,39.749375,1788.552 -105.25,39.749333,1791.749 -105.25,39.7492916667,1795.332 -105.25,39.749250,1800.269 -105.25,39.749208,1804.516 -105.25,39.749167,1808.3 So it must be relatively easy to convert this into a grid? Anyone got any ideas or can supply a simple script we can modify that'll read this data and generate a new grid or adjust the height of an existing grid? Thanks Chris On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote: If it’s ASCII, an importer can probably be written fairly easily. ** ** Do you have a sample file? ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* Friday, December 14, 2012 5:19 AM *To:* softimage@listproc.autodesk.com *Subject:* terrain ascii xyz import ** ** Hello, Anyone know how to get these into soft? ** ** Cheers ** ** Chris ** ** -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: terrain ascii xyz import
With that, then you can use ICE on a grid of sufficient points and set up a tree like... Get Point ID and pointcloud getdata -- ID To Location -- .PointPosition -- Set Point Position (Who knows how the terrain is ordered though. It might look horrid.) On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.com wrote: Hey Chris, I quickly (read - some things may not work!) refactored my old .PLY importer for you. should work... Just rename as .py and run in the script editor. Like Alan suggested though, it's just point data so it just makes a pointcloud. Hope it helps. DAN On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall chrismarshal...@gmail.comwrote: Hi, Sorry for the slow reply on this. We have an xyz file, which is just a grid of points, like this:- -105.25,39.75,1757.129 -105.25,39.749958,1758.791 -105.25,39.749917,1760.882 -105.25,39.749875,1763.025 -105.25,39.749833,1765.183 -105.25,39.7497916667,1767.467 -105.25,39.749750,1768.741 -105.25,39.749708,1771.766 -105.25,39.749667,1773.832 -105.25,39.749625,1775.873 -105.25,39.749583,1777.84 -105.25,39.7495416667,1779.369 -105.25,39.749500,1781.255 -105.25,39.749458,1783.423 -105.25,39.749417,1785.815 -105.25,39.749375,1788.552 -105.25,39.749333,1791.749 -105.25,39.7492916667,1795.332 -105.25,39.749250,1800.269 -105.25,39.749208,1804.516 -105.25,39.749167,1808.3 So it must be relatively easy to convert this into a grid? Anyone got any ideas or can supply a simple script we can modify that'll read this data and generate a new grid or adjust the height of an existing grid? Thanks Chris On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote: If it’s ASCII, an importer can probably be written fairly easily. ** ** Do you have a sample file? ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* Friday, December 14, 2012 5:19 AM *To:* softimage@listproc.autodesk.com *Subject:* terrain ascii xyz import ** ** Hello, Anyone know how to get these into soft? ** ** Cheers ** ** Chris ** ** -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: terrain ascii xyz import
That's what I was thinking. Once I get the file into soft, I'll know what I'm dealing with. It's a pretty huge file of points. On 7 January 2013 16:34, Alan Fregtman alan.fregt...@gmail.com wrote: With that, then you can use ICE on a grid of sufficient points and set up a tree like... Get Point ID and pointcloud getdata -- ID To Location -- .PointPosition -- Set Point Position (Who knows how the terrain is ordered though. It might look horrid.) On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.com wrote: Hey Chris, I quickly (read - some things may not work!) refactored my old .PLY importer for you. should work... Just rename as .py and run in the script editor. Like Alan suggested though, it's just point data so it just makes a pointcloud. Hope it helps. DAN On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall chrismarshal...@gmail.com wrote: Hi, Sorry for the slow reply on this. We have an xyz file, which is just a grid of points, like this:- -105.25,39.75,1757.129 -105.25,39.749958,1758.791 -105.25,39.749917,1760.882 -105.25,39.749875,1763.025 -105.25,39.749833,1765.183 -105.25,39.7497916667,1767.467 -105.25,39.749750,1768.741 -105.25,39.749708,1771.766 -105.25,39.749667,1773.832 -105.25,39.749625,1775.873 -105.25,39.749583,1777.84 -105.25,39.7495416667,1779.369 -105.25,39.749500,1781.255 -105.25,39.749458,1783.423 -105.25,39.749417,1785.815 -105.25,39.749375,1788.552 -105.25,39.749333,1791.749 -105.25,39.7492916667,1795.332 -105.25,39.749250,1800.269 -105.25,39.749208,1804.516 -105.25,39.749167,1808.3 So it must be relatively easy to convert this into a grid? Anyone got any ideas or can supply a simple script we can modify that'll read this data and generate a new grid or adjust the height of an existing grid? Thanks Chris On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote: If it’s ASCII, an importer can probably be written fairly easily. ** ** Do you have a sample file? ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* Friday, December 14, 2012 5:19 AM *To:* softimage@listproc.autodesk.com *Subject:* terrain ascii xyz import ** ** Hello, Anyone know how to get these into soft? ** ** Cheers ** ** Chris ** ** -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: terrain ascii xyz import
One good thing about my script is that you can ask it to take a small percentage of points if you want to have a quick preview. Also if you get bored and cancel during import you still get all the points processed up to that point. :) DAN On Mon, Jan 7, 2013 at 6:40 PM, Chris Marshall chrismarshal...@gmail.comwrote: That's what I was thinking. Once I get the file into soft, I'll know what I'm dealing with. It's a pretty huge file of points. On 7 January 2013 16:34, Alan Fregtman alan.fregt...@gmail.com wrote: With that, then you can use ICE on a grid of sufficient points and set up a tree like... Get Point ID and pointcloud getdata -- ID To Location -- .PointPosition -- Set Point Position (Who knows how the terrain is ordered though. It might look horrid.) On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.comwrote: Hey Chris, I quickly (read - some things may not work!) refactored my old .PLY importer for you. should work... Just rename as .py and run in the script editor. Like Alan suggested though, it's just point data so it just makes a pointcloud. Hope it helps. DAN On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall chrismarshal...@gmail.com wrote: Hi, Sorry for the slow reply on this. We have an xyz file, which is just a grid of points, like this:- -105.25,39.75,1757.129 -105.25,39.749958,1758.791 -105.25,39.749917,1760.882 -105.25,39.749875,1763.025 -105.25,39.749833,1765.183 -105.25,39.7497916667,1767.467 -105.25,39.749750,1768.741 -105.25,39.749708,1771.766 -105.25,39.749667,1773.832 -105.25,39.749625,1775.873 -105.25,39.749583,1777.84 -105.25,39.7495416667,1779.369 -105.25,39.749500,1781.255 -105.25,39.749458,1783.423 -105.25,39.749417,1785.815 -105.25,39.749375,1788.552 -105.25,39.749333,1791.749 -105.25,39.7492916667,1795.332 -105.25,39.749250,1800.269 -105.25,39.749208,1804.516 -105.25,39.749167,1808.3 So it must be relatively easy to convert this into a grid? Anyone got any ideas or can supply a simple script we can modify that'll read this data and generate a new grid or adjust the height of an existing grid? Thanks Chris On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote: If it’s ASCII, an importer can probably be written fairly easily. ** ** Do you have a sample file? ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* Friday, December 14, 2012 5:19 AM *To:* softimage@listproc.autodesk.com *Subject:* terrain ascii xyz import ** ** Hello, Anyone know how to get these into soft? ** ** Cheers ** ** Chris ** ** -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: terrain ascii xyz import
oh, all right. If it's huge then this won't work that well I think :( On Mon, Jan 7, 2013 at 5:40 PM, Chris Marshall chrismarshal...@gmail.comwrote: That's what I was thinking. Once I get the file into soft, I'll know what I'm dealing with. It's a pretty huge file of points. On 7 January 2013 16:34, Alan Fregtman alan.fregt...@gmail.com wrote: With that, then you can use ICE on a grid of sufficient points and set up a tree like... Get Point ID and pointcloud getdata -- ID To Location -- .PointPosition -- Set Point Position (Who knows how the terrain is ordered though. It might look horrid.) On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.comwrote: Hey Chris, I quickly (read - some things may not work!) refactored my old .PLY importer for you. should work... Just rename as .py and run in the script editor. Like Alan suggested though, it's just point data so it just makes a pointcloud. Hope it helps. DAN On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall chrismarshal...@gmail.com wrote: Hi, Sorry for the slow reply on this. We have an xyz file, which is just a grid of points, like this:- -105.25,39.75,1757.129 -105.25,39.749958,1758.791 -105.25,39.749917,1760.882 -105.25,39.749875,1763.025 -105.25,39.749833,1765.183 -105.25,39.7497916667,1767.467 -105.25,39.749750,1768.741 -105.25,39.749708,1771.766 -105.25,39.749667,1773.832 -105.25,39.749625,1775.873 -105.25,39.749583,1777.84 -105.25,39.7495416667,1779.369 -105.25,39.749500,1781.255 -105.25,39.749458,1783.423 -105.25,39.749417,1785.815 -105.25,39.749375,1788.552 -105.25,39.749333,1791.749 -105.25,39.7492916667,1795.332 -105.25,39.749250,1800.269 -105.25,39.749208,1804.516 -105.25,39.749167,1808.3 So it must be relatively easy to convert this into a grid? Anyone got any ideas or can supply a simple script we can modify that'll read this data and generate a new grid or adjust the height of an existing grid? Thanks Chris On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote: If it’s ASCII, an importer can probably be written fairly easily. ** ** Do you have a sample file? ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* Friday, December 14, 2012 5:19 AM *To:* softimage@listproc.autodesk.com *Subject:* terrain ascii xyz import ** ** Hello, Anyone know how to get these into soft? ** ** Cheers ** ** Chris ** ** -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch ---
Re: terrain ascii xyz import
ok thanks guys. I'll see how this goes. I can always break the file down into smaller pieces maybe. Or if Dan's script works well, take a percentage of the point instead. I'll report back! On 7 January 2013 16:51, Vladimir Jankijevic vladi...@elefantstudios.chwrote: oh, all right. If it's huge then this won't work that well I think :( On Mon, Jan 7, 2013 at 5:40 PM, Chris Marshall chrismarshal...@gmail.comwrote: That's what I was thinking. Once I get the file into soft, I'll know what I'm dealing with. It's a pretty huge file of points. On 7 January 2013 16:34, Alan Fregtman alan.fregt...@gmail.com wrote: With that, then you can use ICE on a grid of sufficient points and set up a tree like... Get Point ID and pointcloud getdata -- ID To Location -- .PointPosition -- Set Point Position (Who knows how the terrain is ordered though. It might look horrid.) On Mon, Jan 7, 2013 at 11:22 AM, Dan Yargici danyarg...@gmail.comwrote: Hey Chris, I quickly (read - some things may not work!) refactored my old .PLY importer for you. should work... Just rename as .py and run in the script editor. Like Alan suggested though, it's just point data so it just makes a pointcloud. Hope it helps. DAN On Mon, Jan 7, 2013 at 5:09 PM, Chris Marshall chrismarshal...@gmail.com wrote: Hi, Sorry for the slow reply on this. We have an xyz file, which is just a grid of points, like this:- -105.25,39.75,1757.129 -105.25,39.749958,1758.791 -105.25,39.749917,1760.882 -105.25,39.749875,1763.025 -105.25,39.749833,1765.183 -105.25,39.7497916667,1767.467 -105.25,39.749750,1768.741 -105.25,39.749708,1771.766 -105.25,39.749667,1773.832 -105.25,39.749625,1775.873 -105.25,39.749583,1777.84 -105.25,39.7495416667,1779.369 -105.25,39.749500,1781.255 -105.25,39.749458,1783.423 -105.25,39.749417,1785.815 -105.25,39.749375,1788.552 -105.25,39.749333,1791.749 -105.25,39.7492916667,1795.332 -105.25,39.749250,1800.269 -105.25,39.749208,1804.516 -105.25,39.749167,1808.3 So it must be relatively easy to convert this into a grid? Anyone got any ideas or can supply a simple script we can modify that'll read this data and generate a new grid or adjust the height of an existing grid? Thanks Chris On 14 December 2012 19:12, Matt Lind ml...@carbinestudios.com wrote: If it’s ASCII, an importer can probably be written fairly easily. ** ** Do you have a sample file? ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Marshall *Sent:* Friday, December 14, 2012 5:19 AM *To:* softimage@listproc.autodesk.com *Subject:* terrain ascii xyz import ** ** Hello, Anyone know how to get these into soft? ** ** Cheers ** ** Chris ** ** -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk -- --- Vladimir Jankijevic Technical Direction Elefant Studios AG Lessingstrasse 15 CH-8002 Zürich +41 44 500 48 20 www.elefantstudios.ch --- -- Chris Marshall Mint Motion Limited 029 20 37 27 57 07730 533 115 www.mintmotion.co.uk
Re: Area ate my message ( and spit it out again :)
Hi Brent, I’m actually not sure what’s with the various fonts my posts show up in. You mention reposting many times, is there a way to unpost to fix such things? Or did you mean litterally re-posting messages? As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map. 1/2 an hour ? Try 4 hours lol :) of making sure everything is as fair as I can make it, while admittantly conveying some emotion (or perhaps some bluntness) in a quite intentional way if I may say so.. (or in a “channelled” and respectful way, .. which considerably differs from like gratuitous “free bashing” to which I really don’t think applies to my remarks) While knowing for a fact that the “emotional charge” you reference, to be a major factor for any effort to have any sort of impact, as opposed to merely adding to the background noise. And I must admit that I didn’t really have to “fake it”, while objectively (I think) finding it quite reasonable and fair in light of certain situations. All of which can also be the source of my reluctance at revealing myself, being in this industry (and in a small world), if some of my “noisy” pleadings are to have any sort of bearing on how things play out (even if small or if at all), I would’nt want either Credit or Reprisal to that effect, and that is my (quite legitimate rightful) choice to make, while knowing that whoever anyone is, should not have any relevance to any issue at hand, apart from satisfying mere curiosity. As for the Held for moderation bit, I’d like to add (also to Stephen?) that when I said “what makes me think it was NOT censorship” while perhaps implying that I actually thought it was, was that more than a few things led me to believe that it really was.. (at the time). While at the same time wanting to minimize the importance of that in contrast to the bulk, or the main purpose of my message. But even if I may have had “good reason to believe”, I’m in full agreement that waiting for a reply (to be sure) before posting that bit, would have been the least I could have done (also by my own conclusions after posting), and my apologies given to Maurice (and posting an “errattum”) was for exactly that. (learning from my mistakes :) Anyway, Thanks very much for your input! Best From: Brent McPherson brent.mcpher...@autodesk.com To: Fx Person fxper...@rocketmail.com; softimage@listproc.autodesk.com softimage@listproc.autodesk.com Sent: Monday, January 7, 2013 6:50 AM Subject: RE: Area ate my message ( and spit it out again :) FxPerson, You have a tendency to write in partial sentences, use strange punctuation and use multiple font sizes in your emails. This makes it hard to understand the points you are trying to make. Writing is hard. I will often rewrite a single email or posting multiple times until it feels right. I think it was Luc-Eric who once told me it can take him 1/2 hour to craft a single reply to this list and I am in the same ballpark. I don't really have any advice other than to keep re-reading and refining your message until it is as clear as you can make it. Also, never write when you are upset or emotionally charged. In those situations I will often compose my reply but then sit on it for a few hours or maybe even a day and then go back a rewrite it when I have calmed down. Treat others with respect and try not to assume intent before you know all the facts. A better reply to the held for moderation message would have been to just state what happened and ask what it means. Finally, posting under my real name helps because if I fuck up and say the wrong thing it reflects on me personally. Making mistakes and learning the hard way can be a very good thing IMHO. ;-) Cheers! -- Brent From:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person Sent: 06 January 2013 13:40 To: softimage@listproc.autodesk.com Subject: Re: Area ate my message ( and spit it out again :) @Raffaele Stefan Actually the Line Breaks are manual (not left to the automatic line breaks of the page width) which normally should be easier to read, but the Area fixed page width ended-up slightly shorter than measured, resulting in sporadic extra line breaks with 1 or 2 words on the extra lines.. Would have fixed-it if there was an Edit button, but there was not. But **Could not** read / understand it ? (hum..) @Andy Not sure about the distress.. strong feelings perhaps.. as for your previous post.. Yep.. aah! sales.. But what makes me somewhat hopeful, particularly for when MayaFX would come out, in respects to what would be left of ICE marketing, (ICE Marketing being whats left of SI Marketing) .. from what I
Re: Area ate my message ( and spit it out again :)
Is that you, Luke? If it is, welcome back! :) On Mon, Jan 7, 2013 at 7:10 PM, Fx Person fxper...@rocketmail.com wrote: Hi Brent, I’m actually not sure what’s with the various fonts my posts show up in. You mention reposting many times, is there a way to unpost to fix such things? Or did you mean litterally re-posting messages? As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map. 1/2 an hour ? Try 4 hours lol :) of making sure everything is as fair as I can make it, while admittantly conveying some emotion (or perhaps some bluntness) in a quite intentional way if I may say so.. (or in a “channelled” and respectful way, .. which considerably differs from like gratuitous “free bashing” to which I really don’t think applies to my remarks) While knowing for a fact that the “emotional charge” you reference, to be a major factor for any effort to have any sort of impact, as opposed to merely adding to the background noise. And I must admit that I didn’t really have to “fake it”, while objectively (I think) finding it quite reasonable and fair in light of certain situations. All of which can also be the source of my reluctance at revealing myself, being in this industry (and in a small world), if some of my “noisy” pleadings are to have any sort of bearing on how things play out (even if small or if at all), I would’nt want either Credit or Reprisal to that effect, and that is my (quite legitimate rightful) choice to make, while knowing that whoever anyone is, should not have any relevance to any issue at hand, apart from satisfying mere curiosity. As for the Held for moderation bit, I’d like to add (also to Stephen?) that when I said “what makes me think it was NOT censorship” while perhaps implying that I actually thought it was, was that more than a few things led me to believe that it really was.. (at the time). While at the same time wanting to minimize the importance of that in contrast to the bulk, or the main purpose of my message. But even if I may have had “good reason to believe”, I’m in full agreement that waiting for a reply (to be sure) before posting that bit, would have been the least I could have done (also by my own conclusions after posting), and my apologies given to Maurice (and posting an “errattum”) was for exactly that. (learning from my mistakes :) Anyway, Thanks very much for your input! Best -- *From:* Brent McPherson brent.mcpher...@autodesk.com *To:* Fx Person fxper...@rocketmail.com; softimage@listproc.autodesk.com softimage@listproc.autodesk.com *Sent:* Monday, January 7, 2013 6:50 AM *Subject:* RE: Area ate my message ( and spit it out again :) FxPerson, You have a tendency to write in partial sentences, use strange punctuation and use multiple font sizes in your emails. This makes it hard to understand the points you are trying to make. Writing is hard. I will often rewrite a single email or posting multiple times until it feels right. I think it was Luc-Eric who once told me it can take him 1/2 hour to craft a single reply to this list and I am in the same ballpark. I don't really have any advice other than to keep re-reading and refining your message until it is as clear as you can make it. Also, never write when you are upset or emotionally charged. In those situations I will often compose my reply but then sit on it for a few hours or maybe even a day and then go back a rewrite it when I have calmed down. Treat others with respect and try not to assume intent before you know all the facts. A better reply to the held for moderation message would have been to just state what happened and ask what it means. Finally, posting under my real name helps because if I fuck up and say the wrong thing it reflects on me personally. Making mistakes and learning the hard way can be a very good thing IMHO. ;-) Cheers! -- Brent *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fx Person *Sent:* 06 January 2013 13:40 *To:* softimage@listproc.autodesk.com *Subject:* Re: Area ate my message ( and spit it out again :) @Raffaele Stefan Actually the Line Breaks are manual (not left to the automatic line breaks of the page width) which normally should be easier to read, but the Area fixed page width ended-up slightly shorter than measured, resulting in sporadic extra line breaks with 1 or 2 words on the extra lines.. Would have fixed-it if there was an Edit button, but there was not. But ***Could not*** read / understand it ? (hum..) @Andy Not sure about the distress.. strong feelings perhaps.. as for your previous post.. Yep.. aah! sales.. But what makes
Falling Hairs or Fibers
I am looking into animating falling fibers such as fiberglass fibers that would fall into a liquid and interact. It seems that ICE has all of the properties that I need to build the fiber like strands, but I would require them to act without being anchored to a surface or a curve. There may be an obvious solution to this, but I thought that I would check with the list since problems tend to get solved quickly when posted. Thanks!! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com
[OT] Adobe apparently giving away CS2...
http://www.gizmodo.co.uk/2013/01/grab-photoshop-and-cs2-for-absolutely-free-right-now/ It's down for me right now, but might be worth checking in on...
Re: Area ate my message ( and spit it out again :)
Also as I said, some posts (or sometimes parts of them) havebigger or smaller fonts, and I don't know why, So if you have an Idea. But the the smaller font size in parenthesis were intentional. Okay.. I'll shut up now :) From: Fx Person fxper...@rocketmail.com Hi Brent, I’m actually not sure what’s with the various fonts my posts show up in. You mention reposting many times, is there a way to unpost to fix such things? Or did you mean litterally re-posting messages? As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map. 1/2 an hour ? Try 4 hours lol :) of making sure everything is as fair as I can make it, while admittantly conveying some emotion (or perhaps some bluntness) in a quite intentional way if I may say so.. (or in a “channelled” and respectful way, .. which considerably differs from like gratuitous “free bashing” to which I really don’t think applies to my remarks) While knowing for a fact that the “emotional charge” you reference, to be a major factor for any effort to have any sort of impact, as opposed to merely adding to the background noise. And I must admit that I didn’t really have to “fake it”, while objectively (I think) finding it quite reasonable and fair in light of certain situations. All of which can also be the source of my reluctance at revealing myself, being in this industry (and in a small world), if some of my “noisy” pleadings are to have any sort of bearing on how things play out (even if small or if at all), I would’nt want either Credit or Reprisal to that effect, and that is my (quite legitimate rightful) choice to make, while knowing that whoever anyone is, should not have any relevance to any issue at hand, apart from satisfying mere curiosity. As for the Held for moderation bit, I’d like to add (also to Stephen?) that when I said “what makes me think it was NOT censorship” while perhaps implying that I actually thought it was, was that more than a few things led me to believe that it really was.. (at the time). While at the same time wanting to minimize the importance of that in contrast to the bulk, or the main purpose of my message. But even if I may have had “good reason to believe”, I’m in full agreement that waiting for a reply (to be sure) before posting that bit, would have been the least I could have done (also by my own conclusions after posting), and my apologies given to Maurice (and posting an “errattum”) was for exactly that. (learning from my mistakes :) Anyway, Thanks very much for your input! Best From: Brent McPherson brent.mcpher...@autodesk.com To: Fx Person fxper...@rocketmail.com; softimage@listproc.autodesk.com softimage@listproc.autodesk.com Sent: Monday, January 7, 2013 6:50 AM Subject: RE: Area ate my message ( and spit it out again :) FxPerson, You have a tendency to write in partial sentences, use strange punctuation and use multiple font sizes in your emails. This makes it hard to understand the points you are trying to make. Writing is hard. I will often rewrite a single email or posting multiple times until it feels right. I think it was Luc-Eric who once told me it can take him 1/2 hour to craft a single reply to this list and I am in the same ballpark. I don't really have any advice other than to keep re-reading and refining your message until it is as clear as you can make it. Also, never write when you are upset or emotionally charged. In those situations I will often compose my reply but then sit on it for a few hours or maybe even a day and then go back a rewrite it when I have calmed down. Treat others with respect and try not to assume intent before you know all the facts. A better reply to the held for moderation message would have been to just state what happened and ask what it means. Finally, posting under my real name helps because if I fuck up and say the wrong thing it reflects on me personally. Making mistakes and learning the hard way can be a very good thing IMHO. ;-) Cheers! -- Brent From:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person Sent: 06 January 2013 13:40 To: softimage@listproc.autodesk.com Subject: Re: Area ate my message ( and spit it out again :) @Raffaele Stefan Actually the Line Breaks are manual (not left to the automatic line breaks of the page width) which normally should be easier to read, but the Area fixed page width ended-up slightly shorter than measured, resulting in sporadic extra line breaks with 1 or 2 words on the extra lines.. Would have fixed-it if there was an Edit button, but there was not. But **Could not** read / understand it ? (hum..) @Andy
Re: [OT] Adobe apparently giving away CS2...
Wow thats kind of cool to have on a laptop for quick things. Thanks! On Mon, Jan 7, 2013 at 12:30 PM, Dan Yargici danyarg...@gmail.com wrote: http://www.gizmodo.co.uk/2013/01/grab-photoshop-and-cs2-for-absolutely-free-right-now/ It's down for me right now, but might be worth checking in on... -- www.johnrichardsanchez.com
Re: Area ate my message ( and spit it out again :)
There are people actually using the area for a message board? Wow! heh Just kidding. On Mon, Jan 7, 2013 at 12:41 PM, Brent McPherson brent.mcpher...@autodesk.com wrote: I don't re-post as there is no way to do that on a mailing list. Rather I take a long time to compose my responses and don't hit send until I have read and revised my post several times. (or in some cases even deciding that it is not worth sending at all) Anyway, I think we have had enough etiquette for one day should get back to our regularly scheduled discussions... ;-) -- Brent From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person Sent: 07 January 2013 17:10 To: softimage@listproc.autodesk.com Subject: Re: Area ate my message ( and spit it out again :) Hi Brent, I’m actually not sure what’s with the various fonts my posts show up in. You mention reposting many times, is there a way to unpost to fix such things? Or did you mean litterally re-posting messages? As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map. 1/2 an hour ? Try 4 hours lol :) of making sure everything is as fair as I can make it, while admittantly conveying some emotion (or perhaps some bluntness) in a quite intentional way if I may say so.. (or in a “channelled” and respectful way, .. which considerably differs from like gratuitous “free bashing” to which I really don’t think applies to my remarks) While knowing for a fact that the “emotional charge” you reference, to be a major factor for any effort to have any sort of impact, as opposed to merely adding to the background noise. And I must admit that I didn’t really have to “fake it”, while objectively (I think) finding it quite reasonable and fair in light of certain situations. All of which can also be the source of my reluctance at revealing myself, being in this industry (and in a small world), if some of my “noisy” pleadings are to have any sort of bearing on how things play out (even if small or if at all), I would’nt want either Credit or Reprisal to that effect, and that is my (quite legitimate rightful) choice to make, while knowing that whoever anyone is, should not have any relevance to any issue at hand, apart from satisfying mere curiosity. As for the Held for moderation bit, I’d like to add (also to Stephen?) that when I said “what makes me think it was NOT censorship” while perhaps implying that I actually thought it was, was that more than a few things led me to believe that it really was.. (at the time). While at the same time wanting to minimize the importance of that in contrast to the bulk, or the main purpose of my message. But even if I may have had “good reason to believe”, I’m in full agreement that waiting for a reply (to be sure) before posting that bit, would have been the least I could have done (also by my own conclusions after posting), and my apologies given to Maurice (and posting an “errattum”) was for exactly that. (learning from my mistakes :) Anyway, Thanks very much for your input! Best From: Brent McPherson brent.mcpher...@autodesk.com To: Fx Person fxper...@rocketmail.com; softimage@listproc.autodesk.com softimage@listproc.autodesk.com Sent: Monday, January 7, 2013 6:50 AM Subject: RE: Area ate my message ( and spit it out again :) FxPerson, You have a tendency to write in partial sentences, use strange punctuation and use multiple font sizes in your emails. This makes it hard to understand the points you are trying to make. Writing is hard. I will often rewrite a single email or posting multiple times until it feels right. I think it was Luc-Eric who once told me it can take him 1/2 hour to craft a single reply to this list and I am in the same ballpark. I don't really have any advice other than to keep re-reading and refining your message until it is as clear as you can make it. Also, never write when you are upset or emotionally charged. In those situations I will often compose my reply but then sit on it for a few hours or maybe even a day and then go back a rewrite it when I have calmed down. Treat others with respect and try not to assume intent before you know all the facts. A better reply to the held for moderation message would have been to just state what happened and ask what it means. Finally, posting under my real name helps because if I fuck up and say the wrong thing it reflects on me personally. Making mistakes and learning the hard way can be a very good thing IMHO. ;-) Cheers! -- Brent From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person Sent: 06 January 2013 13:40
Re: Area ate my message ( and spit it out again :)
I was going to say as well , can we ask the Reddit crowd to find the identity of the mysterious FXperson? :D a joke! best Rob On 7 January 2013 18:02, John Richard Sanchez youngupstar...@gmail.com wrote: There are people actually using the area for a message board? Wow! heh Just kidding. On Mon, Jan 7, 2013 at 12:41 PM, Brent McPherson brent.mcpher...@autodesk.com wrote: I don't re-post as there is no way to do that on a mailing list. Rather I take a long time to compose my responses and don't hit send until I have read and revised my post several times. (or in some cases even deciding that it is not worth sending at all) Anyway, I think we have had enough etiquette for one day should get back to our regularly scheduled discussions... ;-) -- Brent From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fx Person Sent: 07 January 2013 17:10 To: softimage@listproc.autodesk.com Subject: Re: Area ate my message ( and spit it out again :) Hi Brent, I’m actually not sure what’s with the various fonts my posts show up in. You mention reposting many times, is there a way to unpost to fix such things? Or did you mean litterally re-posting messages? As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map. 1/2 an hour ? Try 4 hours lol :) of making sure everything is as fair as I can make it, while admittantly conveying some emotion (or perhaps some bluntness) in a quite intentional way if I may say so.. (or in a “channelled” and respectful way, .. which considerably differs from like gratuitous “free bashing” to which I really don’t think applies to my remarks) While knowing for a fact that the “emotional charge” you reference, to be a major factor for any effort to have any sort of impact, as opposed to merely adding to the background noise. And I must admit that I didn’t really have to “fake it”, while objectively (I think) finding it quite reasonable and fair in light of certain situations. All of which can also be the source of my reluctance at revealing myself, being in this industry (and in a small world), if some of my “noisy” pleadings are to have any sort of bearing on how things play out (even if small or if at all), I would’nt want either Credit or Reprisal to that effect, and that is my (quite legitimate rightful) choice to make, while knowing that whoever anyone is, should not have any relevance to any issue at hand, apart from satisfying mere curiosity. As for the Held for moderation bit, I’d like to add (also to Stephen?) that when I said “what makes me think it was NOT censorship” while perhaps implying that I actually thought it was, was that more than a few things led me to believe that it really was.. (at the time). While at the same time wanting to minimize the importance of that in contrast to the bulk, or the main purpose of my message. But even if I may have had “good reason to believe”, I’m in full agreement that waiting for a reply (to be sure) before posting that bit, would have been the least I could have done (also by my own conclusions after posting), and my apologies given to Maurice (and posting an “errattum”) was for exactly that. (learning from my mistakes :) Anyway, Thanks very much for your input! Best From: Brent McPherson brent.mcpher...@autodesk.com To: Fx Person fxper...@rocketmail.com; softimage@listproc.autodesk.com softimage@listproc.autodesk.com Sent: Monday, January 7, 2013 6:50 AM Subject: RE: Area ate my message ( and spit it out again :) FxPerson, You have a tendency to write in partial sentences, use strange punctuation and use multiple font sizes in your emails. This makes it hard to understand the points you are trying to make. Writing is hard. I will often rewrite a single email or posting multiple times until it feels right. I think it was Luc-Eric who once told me it can take him 1/2 hour to craft a single reply to this list and I am in the same ballpark. I don't really have any advice other than to keep re-reading and refining your message until it is as clear as you can make it. Also, never write when you are upset or emotionally charged. In those situations I will often compose my reply but then sit on it for a few hours or maybe even a day and then go back a rewrite it when I have calmed down. Treat others with respect and try not to assume intent before you know all the facts. A better reply to the held for moderation message would have been to just state what happened and ask what it means. Finally, posting under my real name helps because if I fuck up and say the wrong thing it reflects on me personally. Making mistakes and learning the hard
RE: Falling Hairs or Fibers
Well you can create strands from particles so they do not need to get stuck on a surface - so should be perfectly doable in ICE - do you have Softimage available? I will check the sample scenes and see if there is anything there! Something to look at - http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm S. Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical Supervisor [http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] http://triggerfish.co.za/en [http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] http://www.facebook.com/triggerfishanimation [https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png] http://www.twitter.com/triggerfishza From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [cinema...@gmail.com] Sent: 07 January 2013 19:30 To: softimage@listproc.autodesk.com Subject: Falling Hairs or Fibers I am looking into animating falling fibers such as fiberglass fibers that would fall into a liquid and interact. It seems that ICE has all of the properties that I need to build the fiber like strands, but I would require them to act without being anchored to a surface or a curve. There may be an obvious solution to this, but I thought that I would check with the list since problems tend to get solved quickly when posted. Thanks!! Bryan -- Bryan E. Scibelli cinema...@gmail.commailto:cinema...@gmail.com www.cinemanix.comhttp://www.cinemanix.com
Re: [OT] Adobe apparently giving away CS2...
On 1/7/2013 11:30 AM, Dan Yargici wrote: http://www.gizmodo.co.uk/2013/01/grab-photoshop-and-cs2-for-absolutely-free-right-now/ It's down for me right now, but might be worth checking in on... This is kind of odd. It looks like they decided to shut down the activation servers for older versions and then set up this download with a universal serial number for clients who still used it and needed to reactivate. http://forums.adobe.com/thread/1114930?start=0tstart=0 Quote from Adobe staff: Yea CaptainSmingey we are aware that the software is available for all users with an Adobe ID. Please keep in mind that due to the age of these software titles it is likely that they will not function properly on modern operating systems.
Re: Falling Hairs or Fibers
Hi Sandy, Thanks for the quick reply. That looks pretty straight forward from the documentation. Where I would like to go with it would be to use something like the falling leaves preset, but use the strands in place of the leaves because most of the falling motion and physics are already in place. Thanks! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: Well you can create strands from particles so they do not need to get stuck on a surface - so should be perfectly doable in ICE - do you have Softimage available? I will check the sample scenes and see if there is anything there! Something to look at - http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm S. * * Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [ cinema...@gmail.com] *Sent:* 07 January 2013 19:30 *To:* softimage@listproc.autodesk.com *Subject:* Falling Hairs or Fibers I am looking into animating falling fibers such as fiberglass fibers that would fall into a liquid and interact. It seems that ICE has all of the properties that I need to build the fiber like strands, but I would require them to act without being anchored to a surface or a curve. There may be an obvious solution to this, but I thought that I would check with the list since problems tend to get solved quickly when posted. Thanks!! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com
Re: Falling Hairs or Fibers
Are you sure you want strands then? You could instance a tube to the Leaf Falling example scene. Just plug an Instance Shape node to a Set Particle Shape node somewhere during emission. On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli cinema...@gmail.com wrote: Hi Sandy, Thanks for the quick reply. That looks pretty straight forward from the documentation. Where I would like to go with it would be to use something like the falling leaves preset, but use the strands in place of the leaves because most of the falling motion and physics are already in place. Thanks! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: Well you can create strands from particles so they do not need to get stuck on a surface - so should be perfectly doable in ICE - do you have Softimage available? I will check the sample scenes and see if there is anything there! Something to look at - http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm S. * * Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [ cinema...@gmail.com] *Sent:* 07 January 2013 19:30 *To:* softimage@listproc.autodesk.com *Subject:* Falling Hairs or Fibers I am looking into animating falling fibers such as fiberglass fibers that would fall into a liquid and interact. It seems that ICE has all of the properties that I need to build the fiber like strands, but I would require them to act without being anchored to a surface or a curve. There may be an obvious solution to this, but I thought that I would check with the list since problems tend to get solved quickly when posted. Thanks!! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com
Re: Area ate my message ( and spit it out again :)
Hi In English writing, especially in e-mail messages, an ellipsis is used to indicate a pause or a falter, or a trailing off ... http://grammar.quickanddirtytips.com/ellipsis.aspx http://en.wikipedia.org/wiki/Ellipsis On 07/01/2013 12:10 PM, Fx Person wrote: Hi Brent, As for the punctuation, perhaps.The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map.
Re: Falling Hairs or Fibers
I've animated airborne dust as little wadded up strands and it looks pretty cool. For rotation I took the center of the bounding box of the wadded up strands as a point around which I would rotate both the particle and strand as a post-simulation effect (similar to the recent tutorial on my site andy.moonbase.net). I didn't have to worry about collisions between particles and was able to get away with simple spherical collisions for the dust in general, which could happen in the simulation tree, so it was easy in that sense. Haven't looked at the falling leaves compound in ages but I suspect you could hack into it and isolate out the bits you need, if I remember right you might even be able to simply put the leaf falling motion on the simulated particle just as I put a spin particle node on in the tutorial. But if you just want a straight fiber and to use the falling leaf compound, an instance would be simple and direct, as Alan suggests. On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli cinema...@gmail.com wrote: Hi Sandy, Thanks for the quick reply. That looks pretty straight forward from the documentation. Where I would like to go with it would be to use something like the falling leaves preset, but use the strands in place of the leaves because most of the falling motion and physics are already in place. Thanks! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: Well you can create strands from particles so they do not need to get stuck on a surface - so should be perfectly doable in ICE - do you have Softimage available? I will check the sample scenes and see if there is anything there! Something to look at - http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm S. * * Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [ cinema...@gmail.com] *Sent:* 07 January 2013 19:30 *To:* softimage@listproc.autodesk.com *Subject:* Falling Hairs or Fibers I am looking into animating falling fibers such as fiberglass fibers that would fall into a liquid and interact. It seems that ICE has all of the properties that I need to build the fiber like strands, but I would require them to act without being anchored to a surface or a curve. There may be an obvious solution to this, but I thought that I would check with the list since problems tend to get solved quickly when posted. Thanks!! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com
Re: Particle clumping technique
And I have to point out that I got my inspiration from an old project I did with Chris Keller. So I think it was rather Chris initial idea :) Cheers Tim here you go, thats one of the first prototypes I've made. the whole system evolved a bit after the catrice project (had to reuse it on an other job), but the essential idea seems not to differ from vladimirs solution. (hope thats true, didn't had a look yet ;) ) you need to set a custom id value to each member of a cluster of points (clump id). in that case all clumps have the same amount of points. in that scene file its just a drag force, dissolving the clumps. when you need some more forces you have to use the position average of every clump, and apply the needed force from that. i am gonna share the more sophisticated scenes too, just need to comment them a bit. i should say that the initial idea came from tim borgmann, I've just implemented it in an icy way ;) take care sebastian Am 07.01.2013 um 17:24 schrieb Tim tim_boll...@hotmail.co.uk: Hi Sebastian, that would be great! I saw that spot not that long a go and the look of the particles were really something I was trying to capture for this job, albeit a bit more smokey. Regards, Tim On 07/01/2013 11:42, Sebastian Kowalski wrote: I've build something like that for the catrice spot last year (http://www.sekow.com/catrice_color), its a complicated tree. i could share an .emdl if you interested. just give me a sec to dig that one out. sebastian Am 07.01.2013 um 11:11 schrieb Rob Chapman tekano@gmail.com: Happy New Year! 10,000's then you will have to be careful with the clone points!. I think a good scene to look at for this as an example WIP is the sample scene that comes with SI - 'particle spell cast'. it has a setup already made for cloning particles coming off the main points as well as secondary friction / animation forces for these, might be a good place to start for a basic setup. best Rob On 7 January 2013 09:59, Tim tim_boll...@hotmail.co.uk wrote: Thanks Ben, It might be an idea for some of the Hero ones, but I think ultimately there are going to be 10,000's emitted over a period of time. It's worth keeping in mind though. Tim On 07/01/2013 10:51, Ben Beckett wrote: Hi Tim Just wondering Have you tried empolygonizer it work based of nulls. You could get 8 nulls and animate the appart and use this plugin to mesh. Check out http://vimeo.com/9598332 Hope this helps even thought it a different way Ben elasticmonkeys.com On 7 January 2013 09:40, Tim tim_boll...@hotmail.co.uk wrote: 2 sets of 4
Re: Particle clumping technique
Sebastian, I never thought I would hear myself say this, but that is some sexy dust! I see that you are not spawning or cloning anything and the dust 'clump' with its own ID starts as is and its just the gravity, drag and turbulence forces breaking it up. really nice solution that works so well visually. It would be really hard to get that look any other way - ie with 'hero' geometry shedding more particles as they shrink as you would still be able to track the emitting ones. there are some good hints for getting certain types of better dust in this scene you provided so I wanted to thank you for sharing. it appears crazy amounts and very little transparency is the key here , a kind of 'brute force' approach that I usually would not consider and try to approach with a volume shader or with Exocortex's Slipstream. thanks for sharing! best Rob On 7 January 2013 18:17, Sebastian Kowalski l...@sekow.com wrote: here you go, thats one of the first prototypes I've made. the whole system evolved a bit after the catrice project (had to reuse it on an other job), but the essential idea seems not to differ from vladimirs solution. (hope thats true, didn't had a look yet ;) ) you need to set a custom id value to each member of a cluster of points (clump id). in that case all clumps have the same amount of points. in that scene file its just a drag force, dissolving the clumps. when you need some more forces you have to use the position average of every clump, and apply the needed force from that. i am gonna share the more sophisticated scenes too, just need to comment them a bit. i should say that the initial idea came from tim borgmann, I've just implemented it in an icy way ;) take care sebastian
Re: Falling Hairs or Fibers
Actually, I just tried what I was getting at and it seems to work... I'll post a scene in a sec. - AM On Mon, Jan 7, 2013 at 2:49 PM, Andy Moorer andymoo...@gmail.com wrote: I've animated airborne dust as little wadded up strands and it looks pretty cool. For rotation I took the center of the bounding box of the wadded up strands as a point around which I would rotate both the particle and strand as a post-simulation effect (similar to the recent tutorial on my site andy.moonbase.net). I didn't have to worry about collisions between particles and was able to get away with simple spherical collisions for the dust in general, which could happen in the simulation tree, so it was easy in that sense. Haven't looked at the falling leaves compound in ages but I suspect you could hack into it and isolate out the bits you need, if I remember right you might even be able to simply put the leaf falling motion on the simulated particle just as I put a spin particle node on in the tutorial. But if you just want a straight fiber and to use the falling leaf compound, an instance would be simple and direct, as Alan suggests. On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli cinema...@gmail.comwrote: Hi Sandy, Thanks for the quick reply. That looks pretty straight forward from the documentation. Where I would like to go with it would be to use something like the falling leaves preset, but use the strands in place of the leaves because most of the falling motion and physics are already in place. Thanks! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: Well you can create strands from particles so they do not need to get stuck on a surface - so should be perfectly doable in ICE - do you have Softimage available? I will check the sample scenes and see if there is anything there! Something to look at - http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm S. * * Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [ cinema...@gmail.com] *Sent:* 07 January 2013 19:30 *To:* softimage@listproc.autodesk.com *Subject:* Falling Hairs or Fibers I am looking into animating falling fibers such as fiberglass fibers that would fall into a liquid and interact. It seems that ICE has all of the properties that I need to build the fiber like strands, but I would require them to act without being anchored to a surface or a curve. There may be an obvious solution to this, but I thought that I would check with the list since problems tend to get solved quickly when posted. Thanks!! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com
Re: Falling Hairs or Fibers
Here you go - not sure it's exactly what you need, but hope it's handy and that you don't mind me putting it on my site publicly (trying to accumulate a host of simple examples like these for new ICE users.). http://andy.moonbase.net/ On Mon, Jan 7, 2013 at 3:03 PM, Andy Moorer andymoo...@gmail.com wrote: Actually, I just tried what I was getting at and it seems to work... I'll post a scene in a sec. - AM On Mon, Jan 7, 2013 at 2:49 PM, Andy Moorer andymoo...@gmail.com wrote: I've animated airborne dust as little wadded up strands and it looks pretty cool. For rotation I took the center of the bounding box of the wadded up strands as a point around which I would rotate both the particle and strand as a post-simulation effect (similar to the recent tutorial on my site andy.moonbase.net). I didn't have to worry about collisions between particles and was able to get away with simple spherical collisions for the dust in general, which could happen in the simulation tree, so it was easy in that sense. Haven't looked at the falling leaves compound in ages but I suspect you could hack into it and isolate out the bits you need, if I remember right you might even be able to simply put the leaf falling motion on the simulated particle just as I put a spin particle node on in the tutorial. But if you just want a straight fiber and to use the falling leaf compound, an instance would be simple and direct, as Alan suggests. On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli cinema...@gmail.comwrote: Hi Sandy, Thanks for the quick reply. That looks pretty straight forward from the documentation. Where I would like to go with it would be to use something like the falling leaves preset, but use the strands in place of the leaves because most of the falling motion and physics are already in place. Thanks! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.za wrote: Well you can create strands from particles so they do not need to get stuck on a surface - so should be perfectly doable in ICE - do you have Softimage available? I will check the sample scenes and see if there is anything there! Something to look at - http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm S. * * Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [ cinema...@gmail.com] *Sent:* 07 January 2013 19:30 *To:* softimage@listproc.autodesk.com *Subject:* Falling Hairs or Fibers I am looking into animating falling fibers such as fiberglass fibers that would fall into a liquid and interact. It seems that ICE has all of the properties that I need to build the fiber like strands, but I would require them to act without being anchored to a surface or a curve. There may be an obvious solution to this, but I thought that I would check with the list since problems tend to get solved quickly when posted. Thanks!! Bryan -- Bryan E. Scibelli cinema...@gmail.com www.cinemanix.com
Re: Particle clumping technique
Sebastian did a really fantastic job on this dust stuff! It's definitely a (if not the) key element in the spot. Cheers and thanks again to Sebastian Tim Sebastian, I never thought I would hear myself say this, but that is some sexy dust! I see that you are not spawning or cloning anything and the dust 'clump' with its own ID starts as is and its just the gravity, drag and turbulence forces breaking it up. really nice solution that works so well visually. It would be really hard to get that look any other way - ie with 'hero' geometry shedding more particles as they shrink as you would still be able to track the emitting ones. there are some good hints for getting certain types of better dust in this scene you provided so I wanted to thank you for sharing. it appears crazy amounts and very little transparency is the key here , a kind of 'brute force' approach that I usually would not consider and try to approach with a volume shader or with Exocortex's Slipstream. thanks for sharing! best Rob On 7 January 2013 18:17, Sebastian Kowalski l...@sekow.com wrote: here you go, thats one of the first prototypes I've made. the whole system evolved a bit after the catrice project (had to reuse it on an other job), but the essential idea seems not to differ from vladimirs solution. (hope thats true, didn't had a look yet ;) ) you need to set a custom id value to each member of a cluster of points (clump id). in that case all clumps have the same amount of points. in that scene file its just a drag force, dissolving the clumps. when you need some more forces you have to use the position average of every clump, and apply the needed force from that. i am gonna share the more sophisticated scenes too, just need to comment them a bit. i should say that the initial idea came from tim borgmann, I've just implemented it in an icy way ;) take care sebastian
Re: Particle clumping technique
Looking at that scene now, this is nice work, and the result is lovely. Thanks for sharing, sparks a lot of ideas. On Mon, Jan 7, 2013 at 3:32 PM, Tim Borgmann i...@bt-3d.de wrote: Sebastian did a really fantastic job on this dust stuff! It's definitely a (if not the) key element in the spot. Cheers and thanks again to Sebastian Tim Sebastian, I never thought I would hear myself say this, but that is some sexy dust! I see that you are not spawning or cloning anything and the dust 'clump' with its own ID starts as is and its just the gravity, drag and turbulence forces breaking it up. really nice solution that works so well visually. It would be really hard to get that look any other way - ie with 'hero' geometry shedding more particles as they shrink as you would still be able to track the emitting ones. there are some good hints for getting certain types of better dust in this scene you provided so I wanted to thank you for sharing. it appears crazy amounts and very little transparency is the key here , a kind of 'brute force' approach that I usually would not consider and try to approach with a volume shader or with Exocortex's Slipstream. thanks for sharing! best Rob On 7 January 2013 18:17, Sebastian Kowalski l...@sekow.com wrote: here you go, thats one of the first prototypes I've made. the whole system evolved a bit after the catrice project (had to reuse it on an other job), but the essential idea seems not to differ from vladimirs solution. (hope thats true, didn't had a look yet ;) ) you need to set a custom id value to each member of a cluster of points (clump id). in that case all clumps have the same amount of points. in that scene file its just a drag force, dissolving the clumps. when you need some more forces you have to use the position average of every clump, and apply the needed force from that. i am gonna share the more sophisticated scenes too, just need to comment them a bit. i should say that the initial idea came from tim borgmann, I've just implemented it in an icy way ;) take care sebastian
Re: Particle clumping technique
I agree with the other comments, thank you very much! This is like gold-dust to us ICE geeks (if you excuse the pun). Also great look dev by Tim Borgmaan too. Great job everyone involved. Regards, Tim On 7 Jan 2013, at 21:37, Andy Moorer wrote: Looking at that scene now, this is nice work, and the result is lovely. Thanks for sharing, sparks a lot of ideas. On Mon, Jan 7, 2013 at 3:32 PM, Tim Borgmann i...@bt-3d.de wrote: Sebastian did a really fantastic job on this dust stuff! It's definitely a (if not the) key element in the spot. Cheers and thanks again to Sebastian Tim Sebastian, I never thought I would hear myself say this, but that is some sexy dust! I see that you are not spawning or cloning anything and the dust 'clump' with its own ID starts as is and its just the gravity, drag and turbulence forces breaking it up. really nice solution that works so well visually. It would be really hard to get that look any other way - ie with 'hero' geometry shedding more particles as they shrink as you would still be able to track the emitting ones. there are some good hints for getting certain types of better dust in this scene you provided so I wanted to thank you for sharing. it appears crazy amounts and very little transparency is the key here , a kind of 'brute force' approach that I usually would not consider and try to approach with a volume shader or with Exocortex's Slipstream. thanks for sharing! best Rob On 7 January 2013 18:17, Sebastian Kowalski l...@sekow.com wrote: here you go, thats one of the first prototypes I've made. the whole system evolved a bit after the catrice project (had to reuse it on an other job), but the essential idea seems not to differ from vladimirs solution. (hope thats true, didn't had a look yet ;) ) you need to set a custom id value to each member of a cluster of points (clump id). in that case all clumps have the same amount of points. in that scene file its just a drag force, dissolving the clumps. when you need some more forces you have to use the position average of every clump, and apply the needed force from that. i am gonna share the more sophisticated scenes too, just need to comment them a bit. i should say that the initial idea came from tim borgmann, I've just implemented it in an icy way ;) take care sebastian
Re: Area ate my message ( and spit it out again :)
By the name of it, I was expecting like a squished little circle lol! Of course I've seen that a bunch of times, but thought it was more to express like etcetera I'll also look-up what's the long dash also briefly referenced in the article (about the three little dots) And guess I was missing a dot :) From: Stephen Blair stephenrbl...@gmail.com Hi In English writing, especially in e-mail messages, an ellipsis is used to indicate a pause or a falter, or a trailing off ... http://grammar.quickanddirtytips.com/ellipsis.aspx http://en.wikipedia.org/wiki/Ellipsis On 07/01/2013 12:10 PM, Fx Person wrote: Hi Brent, As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map.
Symbol Uses
Didn't know Mr. Mootz also developed characters. ;p And how did you type that? Skimmed through every page of the charmap! Seems to also be an en dash the width of an n as opposed to an m So the following are various uses for the mutton (funny word) quoted from here An em dash is the width of an m. Use an em dash sparingly in formal writing. In informal writing, em dashes may replace commas, semicolons, colons, and parentheses to indicate added emphasis, an interruption, or an abrupt change of thought. From: Alan Fregtman alan.fregt...@gmail.com That would be the em dash or mutton (though I've never seen or heard it called the latter.) http://en.wikipedia.org/wiki/Em_dash#Em_dash And an em? It's a typographical unit of measurement and the — dashis in fact 1em unit in width for any given font size (which by the way is measured in units called points.) A — dash at font size 14 is 14 points (pt) wide, for example. http://en.wikipedia.org/wiki/Em_%28typography%29 But what are points you ask? Twelfths of a pica which itself is 1/72th of 1 foot, or 1/6th of an inch, or my prefered answer, very small. http://en.wikipedia.org/wiki/Point_%28typography%29 http://en.wikipedia.org/wiki/Pica_%28typography%29 So now you know how dashes and font sizes relates to some british king's feet size. Who knew, right?! On Mon, Jan 7, 2013 at 4:29 PM, Fx Person fxper...@rocketmail.com wrote: By the name of it, I was expecting like a squished little circle lol! Of course I've seen that a bunch of times, but thought it was more to express like etcetera I'll also look-up what's the long dash also briefly referenced in the article (about the three little dots) And guess I was missing a dot :) From: Stephen Blair stephenrbl...@gmail.com Hi In English writing, especially in e-mail messages, an ellipsis is used to indicate a pause or a falter, or a trailing off ... http://grammar.quickanddirtytips.com/ellipsis.aspx http://en.wikipedia.org/wiki/Ellipsis On 07/01/2013 12:10 PM, Fx Person wrote: Hi Brent, As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map.
Re: Symbol Uses
http://goo.gl/yjZEq On Tue, Jan 8, 2013 at 11:04 AM, Fx Person fxper...@rocketmail.com wrote: Didn't know Mr. Mootz also developed characters. ;p And how did you type that? Skimmed through every page of the charmap! Seems to also be an en dash the width of an n as opposed to an m So the following are various uses for the mutton (funny word) quoted from here http://www.grammarbook.com/punctuation/dashes.asp * An em dash is the width of an m. Use an em dash sparingly in formal writing. In informal writing, em dashes may replace commas, semicolons, colons, and parentheses to indicate added emphasis, an interruption, or an abrupt change of thought.* * * -- *From:* Alan Fregtman alan.fregt...@gmail.com ** That would be the em dash or mutton (though I've never seen or heard it called the latter.) http://en.wikipedia.org/wiki/Em_dash#Em_dash And an em? It's a typographical unit of measurement and the — dash is in fact 1em unit in width for any given font size (which by the way is measured in units called points.) A — dash at font size 14 is 14 points (pt) wide, for example. http://en.wikipedia.org/wiki/Em_%28typography%29 But what are points you ask? Twelfths of a pica which itself is 1/72th of 1 foot, or 1/6th of an inch, or my prefered answer, very small. http://en.wikipedia.org/wiki/Point_%28typography%29 http://en.wikipedia.org/wiki/Pica_%28typography%29 So now you know how dashes and font sizes relates to some british king's feet size. Who knew, right?! On Mon, Jan 7, 2013 at 4:29 PM, Fx Person fxper...@rocketmail.com wrote: By the name of it, I was expecting like a squished little circle lol! Of course I've seen that a bunch of times, but thought it was more to express like etcetera I'll also look-up what's the long dash also briefly referenced in the article (about the three little dots) And guess I was missing a dot :) -- *From:* Stephen Blair stephenrbl...@gmail.com ** Hi In English writing, especially in e-mail messages, an ellipsis is used to indicate a pause or a falter, or a trailing off ... http://grammar.quickanddirtytips.com/ellipsis.aspx http://en.wikipedia.org/wiki/Ellipsis On 07/01/2013 12:10 PM, Fx Person wrote: Hi Brent, As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map. -- Xavier
Re: Symbol Uses
Sorry, that was a bit evasive. Would be nice to not start a new thread in this particular case, unless you absolutely want to start a new one. Cheers
Re: Symbol Uses
Hi, No worries, I changed it to move away from the title of heavier subject matter.. But may have preceded with an OT: Sorry, usually not that much of a poster, And must admit that Symbol uses could just as well have applied to SI lol :) Have a good evening On 07/01/2013 7:12 PM, Xavier Lapointe wrote: Sorry, that was a bit evasive. Would be nice to not start a new thread in this particular case, unless you absolutely want to start a new one. Cheers
RE: Falling Hairs or Fibers
Just come in this morning to find a whole bunch of help for Bryan - I love this list, you guys rock big time! Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical Supervisor [http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] http://triggerfish.co.za/en [http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] http://www.facebook.com/triggerfishanimation [https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png] http://www.twitter.com/triggerfishza From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Andy Moorer [andymoo...@gmail.com] Sent: 07 January 2013 22:18 To: softimage@listproc.autodesk.com Subject: Re: Falling Hairs or Fibers Here you go - not sure it's exactly what you need, but hope it's handy and that you don't mind me putting it on my site publicly (trying to accumulate a host of simple examples like these for new ICE users.). http://andy.moonbase.net/ On Mon, Jan 7, 2013 at 3:03 PM, Andy Moorer andymoo...@gmail.commailto:andymoo...@gmail.com wrote: Actually, I just tried what I was getting at and it seems to work... I'll post a scene in a sec. - AM On Mon, Jan 7, 2013 at 2:49 PM, Andy Moorer andymoo...@gmail.commailto:andymoo...@gmail.com wrote: I've animated airborne dust as little wadded up strands and it looks pretty cool. For rotation I took the center of the bounding box of the wadded up strands as a point around which I would rotate both the particle and strand as a post-simulation effect (similar to the recent tutorial on my site andy.moonbase.nethttp://andy.moonbase.net). I didn't have to worry about collisions between particles and was able to get away with simple spherical collisions for the dust in general, which could happen in the simulation tree, so it was easy in that sense. Haven't looked at the falling leaves compound in ages but I suspect you could hack into it and isolate out the bits you need, if I remember right you might even be able to simply put the leaf falling motion on the simulated particle just as I put a spin particle node on in the tutorial. But if you just want a straight fiber and to use the falling leaf compound, an instance would be simple and direct, as Alan suggests. On Mon, Jan 7, 2013 at 2:28 PM, Bryan Scibelli cinema...@gmail.commailto:cinema...@gmail.com wrote: Hi Sandy, Thanks for the quick reply. That looks pretty straight forward from the documentation. Where I would like to go with it would be to use something like the falling leaves preset, but use the strands in place of the leaves because most of the falling motion and physics are already in place. Thanks! Bryan -- Bryan E. Scibelli cinema...@gmail.commailto:cinema...@gmail.com www.cinemanix.comhttp://www.cinemanix.com On Mon, Jan 7, 2013 at 1:02 PM, Sandy Sutherland sandy.sutherl...@triggerfish.co.zamailto:sandy.sutherl...@triggerfish.co.za wrote: Well you can create strands from particles so they do not need to get stuck on a surface - so should be perfectly doable in ICE - do you have Softimage available? I will check the sample scenes and see if there is anything there! Something to look at - http://softimage.wiki.softimage.com/xsidocs/iceref_Create_Strands.htm S. Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical Supervisor [X] http://triggerfish.co.za/en [X] http://www.facebook.com/triggerfishanimation [X] http://www.twitter.com/triggerfishza From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of Bryan Scibelli [cinema...@gmail.commailto:cinema...@gmail.com] Sent: 07 January 2013 19:30 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Falling Hairs or Fibers I am looking into animating falling fibers such as fiberglass fibers that would fall into a liquid and interact. It seems that ICE has all of the properties that I need to build the fiber like strands, but I would require them to act without being anchored to a surface or a curve. There may be an obvious solution to this, but I thought that I would check with the list since problems tend to get solved quickly when posted. Thanks!! Bryan -- Bryan E. Scibelli cinema...@gmail.commailto:cinema...@gmail.com www.cinemanix.comhttp://www.cinemanix.com
RE: Particle clumping technique
Thanks Sebastian - you are a star! S. Sandy Sutherland | Technical Supervisor From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Sebastian Kowalski [l...@sekow.com] Sent: 07 January 2013 20:17 To: softimage@listproc.autodesk.com Subject: Re: Particle clumping technique here you go, thats one of the first prototypes I've made. the whole system evolved a bit after the catrice project (had to reuse it on an other job), but the essential idea seems not to differ from vladimirs solution. (hope thats true, didn't had a look yet ;) ) you need to set a custom id value to each member of a cluster of points (clump id). in that case all clumps have the same amount of points. in that scene file its just a drag force, dissolving the clumps. when you need some more forces you have to use the position average of every clump, and apply the needed force from that. i am gonna share the more sophisticated scenes too, just need to comment them a bit. i should say that the initial idea came from tim borgmann, I've just implemented it in an icy way ;) take care sebastian
Re: Area ate my message ( and spit it out again :)
wow... On Mon, Jan 7, 2013 at 2:32 PM, Alan Fregtman alan.fregt...@gmail.comwrote: That would be the em dash or mutton (though I've never seen or heard it called the latter.) http://en.wikipedia.org/wiki/Em_dash#Em_dash And an em? It's a typographical unit of measurement and the — dash is in fact 1em unit in width for any given font size (which by the way is measured in units called points.) A — dash at font size 14 is 14 points (pt) wide, for example. http://en.wikipedia.org/wiki/Em_%28typography%29 But what are points you ask? Twelfths of a pica which itself is 1/72th of 1 foot, or 1/6th of an inch, or my prefered answer, very small. http://en.wikipedia.org/wiki/Point_%28typography%29 http://en.wikipedia.org/wiki/Pica_%28typography%29 So now you know how dashes and font sizes relates to some british king's feet size. Who knew, right?! On Mon, Jan 7, 2013 at 4:29 PM, Fx Person fxper...@rocketmail.com wrote: By the name of it, I was expecting like a squished little circle lol! Of course I've seen that a bunch of times, but thought it was more to express like etcetera I'll also look-up what's the long dash also briefly referenced in the article (about the three little dots) And guess I was missing a dot :) -- *From:* Stephen Blair stephenrbl...@gmail.com ** Hi In English writing, especially in e-mail messages, an ellipsis is used to indicate a pause or a falter, or a trailing off ... http://grammar.quickanddirtytips.com/ellipsis.aspx http://en.wikipedia.org/wiki/Ellipsis On 07/01/2013 12:10 PM, Fx Person wrote: Hi Brent, As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map.
Re: Area ate my message ( and spit it out again :)
Christopher? On Mon, Jan 7, 2013 at 11:28 PM, Adam Sale adamfs...@gmail.com wrote: wow... On Mon, Jan 7, 2013 at 2:32 PM, Alan Fregtman alan.fregt...@gmail.comwrote: That would be the em dash or mutton (though I've never seen or heard it called the latter.) http://en.wikipedia.org/wiki/Em_dash#Em_dash And an em? It's a typographical unit of measurement and the — dashis in fact 1em unit in width for any given font size (which by the way is measured in units called points.) A — dash at font size 14 is 14 points (pt) wide, for example. http://en.wikipedia.org/wiki/Em_%28typography%29 But what are points you ask? Twelfths of a pica which itself is 1/72th of 1 foot, or 1/6th of an inch, or my prefered answer, very small. http://en.wikipedia.org/wiki/Point_%28typography%29 http://en.wikipedia.org/wiki/Pica_%28typography%29 So now you know how dashes and font sizes relates to some british king's feet size. Who knew, right?! On Mon, Jan 7, 2013 at 4:29 PM, Fx Person fxper...@rocketmail.comwrote: By the name of it, I was expecting like a squished little circle lol! Of course I've seen that a bunch of times, but thought it was more to express like etcetera I'll also look-up what's the long dash also briefly referenced in the article (about the three little dots) And guess I was missing a dot :) -- *From:* Stephen Blair stephenrbl...@gmail.com ** Hi In English writing, especially in e-mail messages, an ellipsis is used to indicate a pause or a falter, or a trailing off ... http://grammar.quickanddirtytips.com/ellipsis.aspx http://en.wikipedia.org/wiki/Ellipsis On 07/01/2013 12:10 PM, Fx Person wrote: Hi Brent, As for the punctuation, perhaps. The double dots .. are meant to act like “long pauses” to which I’m not aware of a standard way of expressing that. I have seen the extended(long) dash used as such, though not exactly, I actually didn’t find it in the Character Map.
Re: Mocap suit investment
We used the Xsens Mvn in a production and everything went smoothly. I made some scripts to be able to plot the mocap data on a GEAR rig in Softimage and we didn't run into any problems with that. /Jens On Tue, Jan 8, 2013 at 3:13 AM, Adrian Lopez vfxw...@gmail.com wrote: Folks, Happy New Year to all, best wishes and success to everyone this year.. It looks like we'll be finally be able to invest in a mocap suit this year. This has been a purchase we've been wanting to do for years, but we've been holding off... Having recently landed a production deal that will involve some heavy character work, it look like that time has come. I've always been partial to the freedom and flexibility of the XSENS MVN suit - not requiring a capture volume, it seems like the ideal - but I'm open to feedback from the more seasoned among us when it comes to Mocap - in particular, which system gives the cleanest data and most easily works with Softimage rigs and workflows... Many thanks... -- Adrian Lopez CEO.Producer.Director Liquid Light Digital www.liquidlightdigital.com -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/