The data is already outside of Maya, I'm trying to bring it into Maya. When
you say "cache out to disk" I assume you mean in maya's pdc format? That's
not a bad idea, hadn't thought of doing it that way. Anything else would
have to be either imported and a particle system created/modified. Or, a
plugin, like the one I wrote for Molecules to the Max!, remember all those
molecular dynamics? ps the movies finished, they're working on the 3d
portion of it.
So far, this is my best attempt at keeping it simple
pShape = particle()
mel.eval('addAttr -ln "rgbPP" -dt vectorArray %s' % pShape[1].name())
mel.eval('addAttr -ln "rgbPP0" -dt vectorArray %s' % pShape[1].name())
# pos and color for each particle, lists are the same size
points = [ ... ]
colors = [ ... ]
emit(object=pShape[0].name(), pos=points)
for index, color in enumerate(colors):
particle(pShape[1].name(), edit=True, attribute='rgbPP', order=index,
vectorValue=color)
Again, this is extremely slow...
On Thu, Jul 2, 2009 at 8:22 AM, Dave Nunez <[email protected]> wrote:
> Doing good man, still in Toronto. Is the point data being generated
> outside of Maya ? Since you are dealing with so much data why don't you
> just write a parser to cache the stuff out to disk. (I think there is
> already is something that handles particle caches written in python out
> there) I will be faster to do it outside of maya.
>
> hth, -d
>
>
> On Wed, Jul 1, 2009 at 12:15 PM, Justin Rosen <[email protected]>wrote:
>
>> Heyo!
>>
>> Yeah, still in Vancouver. Been here a year now. You?
>>
>> I don't think the particle command can set the color of every particle at
>> once given a different color for each particle. I was hoping not to
>> iterate over the entire system setting each particle individually, I'm
>> handling 4+million particles.
>>
>> -- iPhoneJustin Rosen
>>
>> On Jul 1, 2009, at 8:26 AM, Dave Nunez <[email protected]> wrote:
>>
>> Hey dude, whats going on.. long time.
>>
>>
>> you can set the pt colours using the particle command. check the docs.
>>
>> ie
>>
>> particle -e -or 2 -at rgbPP -vv 1 0 0 particleShape1 ;
>>
>> add your attrs first of course.
>>
>> hth, -d
>>
>> Are you still in Vancouver btw ?
>>
>>
>> On Tue, Jun 30, 2009 at 9:20 PM, Justin Rosen < <[email protected]>
>> [email protected]> wrote:
>>
>>> Hey everyone,
>>>
>>> I'm having a bit of trouble trying to create and modify the rgbPP of a
>>> particle system. I've tried every way possible, but can't seem to get the
>>> result I'm looking for.
>>>
>>> I have a list of positions and colors that I'd like to create a particle
>>> object with. I'm having no trouble with the positions, it's the rgbPP that
>>> seems to be a pain. Is it possible to do this via the emit command?
>>>
>>> points = [(0,0,0), (1,1,1), (2,2,2)]
>>> colors = [(0,1,0), (0,0,1), (1,1,1)]
>>> pShape = particle()
>>> mel.eval('addAttr -ln "rgbPP" -dt vectorArray %s' % pShape[1].name())
>>> mel.eval('addAttr -ln "rgbPP0" -dt vectorArray %s' % pShape[1].name())
>>> emit(object=pShape[0].name(), pos=points, attribute=('rgbPP'),
>>> vectorValue=colors)
>>>
>>> Also, I finally fell back onto mel for adding the rgbPP, I couldn't seem
>>> to get the maya stuff working.
>>>
>>> I know that I could iterate over all of the particle and set their rgbPP,
>>> but I'm trying to do it in 1 shot. Do I need to use the API to accomplish
>>> this?
>>>
>>> Thanks,
>>> Justin
>>>
>>>
>>>
>>
>>
>> --
>> When things get too complicated, it sometimes makes sense to stop and
>> wonder: Have I asked the right question?
>> -Enrico Bombieri
>>
>>
>>
>>
>>
>
>
> --
> When things get too complicated, it sometimes makes sense to stop and
> wonder: Have I asked the right question?
> -Enrico Bombieri
>
> >
>
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