if you want to manipulate islands, I made a set of ice nodes, a bit like
the POLY ones, but for islands.
It is using Julian Johnson JJ_Islands.
It's a dozen time faster than the Create Instances for Islands.

On Thu, May 12, 2016 at 5:12 PM, Jason S <jasonsta...@gmail.com> wrote:

> Hi sorry if double-posting but I didnt see it show up, (also more links at
> the end)
>
> from Em-Tools Compound Descriptions
> <http://www.mootzoid.com/learning/emTools/documentation/v_emTools> ;
> (any of these may be useful, but check especially the marked link.)
> Vertex Islands Initialize Island Data
>
> Initializes the vertex island data.
> An example on how to use this compound can be found here:
> emTopolizer 1.00 Tutorial 03 - Vertex Islands <http://vimeo.com/50751483>
>
>
> Create Particles from Island Centers
>
> Creates one particle for each island center.
> An example on how to use this compound can be found here:
> emTopolizer 1.00 Tutorial 03 - Vertex Islands  <http://vimeo.com/50751483>
>
>
> *<--- Check this link,  also @ 5;50  builds a simple tree from scratch *
> Transform Islands
>
> Transforms the vertex islands.
> An example on how to use this compound can be found here:
> emTopolizer 1.00 Tutorial 03 - Vertex Islands
>
> <http://vimeo.com/50751483>
> Getters
>
> A bunch of compounds to get diverse island related data.
> The compounds are self-explanatory.
>
>
>
>
> Also perhaps even yet easier, from MotionTools Doc
> <http://www.gustavoeb.com.br/mtools/documentation/>
> Controling Polygons and Polygon Islands
>
> There are some special cases, in Motion Tools, that deviate from the basic
> setup. We stumble upon such cases when you want to, for example, control
> polygon islands from a fracture object, or text object. Also, when we
> want to dice a object into many polygons and control
> those disconnected elements.
>
> For both this situations you can use the menu “ICE  >  Create  >  Motion
> Tools  >  Create Instances from Islands” and then choose the option that
> fits you best, either, “Use Exisiting Polygon Islands”, or, “Dice
> Polygons into Polygon Islands”.
>
>
> <http://www.gustavoeb.com.br/mtools/wp-content/uploads/2012/06/createFromIsland.jpg>
>
> Both situations will yeld a similiar setup that we can describe this way.
> Firstly the object in which the Polygon Islands exist (or in which the
> polygons will be sliced into Polygon Islands) receives a ICETree that looks
> like this:
>
>
> <http://www.gustavoeb.com.br/mtools/wp-content/uploads/2012/06/initpolyisland.jpg>
>
>    1. The ICETree is created at the uppermost position of the Modeling
>    Stack
>    2. In it you will find only one node that geathers info about the
>    geometry
>    3. This node works in two ways, it either stores info on your current
>    Polygon Islands, or it makes every polygon a Polygon Island and then stores
>    the information.
>
> The information created by this node then feeds another ICETree that lives
> in a Pointcloud and resembles a basic Motion Tools setup, with minor
> differences, as follows:
>
>
> <http://www.gustavoeb.com.br/mtools/wp-content/uploads/2012/06/islandcontrol.jpg>
>
>    1. Points are created solely based on the information provided by the
>    geometry with the “Create Points from Polygon Islands” node
>    2. Constraint PolyIslands to Pointcloud will feed the information from
>    your Motion Tools ICETree back to your geomtry, keeping both in sinc. In
>    case you are using simulations, this node should be place in the
>    Post-Simulation area.
>
>
>
> MT Clip specific to islands; https://vimeo.com/44039628
>
> General MT use clip;  https://vimeo.com/46425839
>
>
> MT Islands can also super-easily be simed  (uses RBD with easy
> trigger-object setup).
>
> Hope that could help, & keep us posted!
>
>
>
> On 05/12/16 8:34, Morten Bartholdy wrote:
>
> That's a thought. Not too familiar with ICE and poly island stuff though.
>
> //MB
>
>
>
>
> Den 12. maj 2016 klokken 14:22 skrev Jason S <jasonsta...@gmail.com> 
> <jasonsta...@gmail.com>:
>
>
> I think you could merge everything and have a particle per island, or a
> similar method to braking apart/fracturing objects.
>
> Will fetch a few links later-on, but you can check out some of the
> em-tools for that purpose.
>
>
> On 05/12/16 7:54, Morten Bartholdy wrote:
>
> Quick question: The idea is to build a house from the individual parts, 
> inside and out, much like a timelapse shot, but you don't see stuff moving in 
> to place, it just appears where it is supposed to be.
>
> This will probably be many hundred if not thousands of parts, many of which 
> can not be positioned with particles (which would be easy to reveal) so is 
> there perhaps a way to take the content of a group and use as input for an 
> ICE tree like this, so I don't have to set up an ICE tree for each part?
>
> //Morten
>
>
>
>
> Den 10. maj 2016 klokken 17:41 skrev Oscar Juarez <tridi.animei...@gmail.com> 
> <tridi.animei...@gmail.com>:
>
>
> You could try something like this:
> https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0
>
> if any point is inside a volume the visibility get turns off. You could
> play with averages and thresholds so it fits better to your needs.
>
> On Tue, May 10, 2016 at 4:29 PM, Morten Bartholdy <x...@colorshopvfx.dk> 
> <x...@colorshopvfx.dk>
> wrote:
>
>
> I would like to unhide a number of objects by animating a volume and as
> the objects get to be inside that volume their visibility is set to 1.0.
>
> I can do this for instance by setting an expression on position on a
> particular axis for the controlling object, but I don't know how to test if
> the geometry is inside another one and if so set the visibility to 1.0
>
> I know that in ICE I can test if polygons are inside a volume and get a
> boolean value from that, but it is per polygon so I can't find a way to set
> object visibility with these values.
>
> Is there a simple way to do this either via expressions or in ICE?
>
>
> Thanks - Morten
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