If you are into polygon Island ID, this is a must have : http://julianjohnsonsblog.blogspot.fr/2013/07/faster-polygon-islands.html
Fast as hell ! On Wed, Mar 23, 2016 at 2:43 PM, Olivier Jeannel <facialdel...@gmail.com> wrote: > Hey Peter ! Thank's a lot ! > You're totally right ! I Will try something like this. I'm doing some fast > R&D, moving from one kind of "test" to another (now I'm on something else). > Playing a lot wit PolygonIslandID. Slow to generate, but super handy ! > I might come back to you again with questions ;) > > Thank you again ! > > On Tue, Mar 22, 2016 at 11:49 PM, <pete...@skynet.be> wrote: > >> I may be totally wrong but isn’t ‘SimulatedFrameFaction’ the amount of >> time for each simulation step – so time divided by steps. >> I believe I have come across this SimulatedFrameFaction inside one of the >> factory compounds, but which one? >> the first ones that come to mind are ‘state’ and ‘simulate particles or >> rigid bodies’ or perhaps ‘bounce’. or wasn’t there a simulation root with >> integrated states? >> >> as a hack you can just create it >> I’d go for a scalar value of 1 and save it as self.SimulatedFrameFaction >> (per cloud not per particle I’d say) and see if this helps? >> >> >> that said – you might not really need a state machine! >> you can get a lot done by just adding an integer value as per particle >> data and using conditions based on this data. >> get data > self.mystate > if = 1 > execute ... (I hope that’s not too >> cryptic?) >> >> the ‘case’ node is particularly useful for this – plug self.mystate >> (integer number) into condition and add as many case inputs as states you >> want – and plug execute nodes in there. >> think of each execute node as a hub for all you want to do with a >> particular state – set data (set color to see what’s happening!), add >> forces, filter,... anything really. changing states is as simple as setting >> self.mystate to some other number and next step it’s done. >> The cool thing is that this plays nice with your regular simulation, >> while the state machine can interfere and change behavior (perhaps >> precisely because of this simulated frame faction) >> >> I imagine you have islands in your mesh that have to switch between paper >> and cloth based on some condition? that approach should work fine for that. >> (if the ‘simulate mesh’ can work on a designated part of the mesh – I don’t >> know if it does) >> >> *From:* Olivier Jeannel <facialdel...@gmail.com> >> *Sent:* Tuesday, March 22, 2016 4:35 PM >> *To:* softimage@listproc.autodesk.com >> *Subject:* SimulatedFrameFraction on polymesh ? >> >> Hi list, >> >> I'm doing some paper/cloth simulation using "Simulate Mesh Using Verlet >> Integration". >> >> I'd like to work with States / State Machine, but this needs a >> "SimulatedFrameFraction". >> I don't know how to compute this, or even if I could have it available >> for polymesh. >> >> Does someone know how / where I can grab that data >> "SimulatedFrameFraction" ? >> >> Any help apreciated ! >> >> ------------------------------ >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > >
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