ICE syflex tree naming tip or
Wondering if there is solution to this. I have an character with an simple ICE syflex robe all set up. There is body mesh collision beside others. When model is imported into new scene everything works fine But if models then duplicated or imported again it is named differently so you have Character and Character1 models in scene, collision on second character is not working as it is loos for name for first model. Example Collision node mesh in model is *Get Character.body*, when imported again model now is Character1 so collision node needs to be renamed to *Get Character1.Body*, but it is still *Charater.Body* so collision on mesh inside second character is not working. Anyway shouldn't it change model name automatically or is there way to make ti that way so once model is imported again or name of the model changed it would always use: Get model.mesh A bit confusing explanation but I think you know what I aim at. Not that big issue as cloth will be simulated in separate scene on cached body mesh and then also cached and brought back for rendering but still curious to figure it out as I was planing to have realy low poly cloth version right inside anim scene for fast previews. Thanks
Re: ICE syflex tree naming tip or
Sounds like you could rename the get data node to *this_model.Body* On Saturday, 19 July 2014, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Wondering if there is solution to this. I have an character with an simple ICE syflex robe all set up. There is body mesh collision beside others. When model is imported into new scene everything works fine But if models then duplicated or imported again it is named differently so you have Character and Character1 models in scene, collision on second character is not working as it is loos for name for first model. Example Collision node mesh in model is *Get Character.body*, when imported again model now is Character1 so collision node needs to be renamed to *Get Character1.Body*, but it is still *Charater.Body* so collision on mesh inside second character is not working. Anyway shouldn't it change model name automatically or is there way to make ti that way so once model is imported again or name of the model changed it would always use: Get model.mesh A bit confusing explanation but I think you know what I aim at. Not that big issue as cloth will be simulated in separate scene on cached body mesh and then also cached and brought back for rendering but still curious to figure it out as I was planing to have realy low poly cloth version right inside anim scene for fast previews. Thanks -- Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk*
Re: ICE syflex tree naming tip or
Yup all of your ice tree references should be to self.*** or this_model.*** which makes it far easier to reuse. I tend to concatenate nodes these days for safety's sake, so if I'm using this_model in several data nodes I'll seperate it into its own data node and pipe it into whatever needs it. On 19 July 2014 13:43, Simon Reeves si...@simonreeves.com wrote: Sounds like you could rename the get data node to *this_model.Body* On Saturday, 19 July 2014, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Wondering if there is solution to this. I have an character with an simple ICE syflex robe all set up. There is body mesh collision beside others. When model is imported into new scene everything works fine But if models then duplicated or imported again it is named differently so you have Character and Character1 models in scene, collision on second character is not working as it is loos for name for first model. Example Collision node mesh in model is *Get Character.body*, when imported again model now is Character1 so collision node needs to be renamed to *Get Character1.Body*, but it is still *Charater.Body* so collision on mesh inside second character is not working. Anyway shouldn't it change model name automatically or is there way to make ti that way so once model is imported again or name of the model changed it would always use: Get model.mesh A bit confusing explanation but I think you know what I aim at. Not that big issue as cloth will be simulated in separate scene on cached body mesh and then also cached and brought back for rendering but still curious to figure it out as I was planing to have realy low poly cloth version right inside anim scene for fast previews. Thanks -- Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* -- www.matinai.com
Re: OT: 3d sculpting app choice?
I've just watched this sculpting in Modo video and remembered of this thread :: *https://www.youtube.com/watch?v=baUhzOCBP_Qindex=3list=PLi2GhhsPL-RqJ7QmduiW_IKOx31yv2qby https://www.youtube.com/watch?v=baUhzOCBP_Qindex=3list=PLi2GhhsPL-RqJ7QmduiW_IKOx31yv2qby* this role series of Modo videos are pretty nice.. On Thu, Jun 26, 2014 at 4:25 PM, pedro santos probi...@gmail.com wrote: Replace Here 3D-Coat wins in my opinion with Here Zbrush wins in my opinion, relating to Sculpting in my last post. Slipped on the names :) On Thu, Jun 26, 2014 at 3:20 PM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Anyways try both and see how the workflow works for you from start to finish and the one that takes you better where you want to go, that I think it where you'll get your answer. The problem is there hasn't been a demo version of ZB for dog ages, so you can't try both extensively enough unless a friend who owns it helps out. 3DCoat only has two weeks in demo I believe, so you'd better make sure you have time set aside and some training at hand for the basics, but to be honest I do maintain the lite version is simply worth buying outright for what it costs and how accessible it is (steampowered). As for the license, as Paul says, it's been reworded. Not sure it's been all of six years since I have clear memory of a multi directional cluster hump of a thread only three years ago we had to moderate, but it certainly has changed from 4.0 and on (I did bother reading it), he just kindly asks you don't use it for evil but doesn't reserve himself the right to deny you upgrades if he doesn't like your website any longer. -- [img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img] -- www.edschiffer.com
Re: ICE syflex tree naming tip or
thanks! I assumed there is a way just wsnt sure. thanks On Sat, Jul 19, 2014 at 6:20 PM, Matt Morris matt...@gmail.com wrote: Yup all of your ice tree references should be to self.*** or this_model.*** which makes it far easier to reuse. I tend to concatenate nodes these days for safety's sake, so if I'm using this_model in several data nodes I'll seperate it into its own data node and pipe it into whatever needs it. On 19 July 2014 13:43, Simon Reeves si...@simonreeves.com wrote: Sounds like you could rename the get data node to *this_model.Body* On Saturday, 19 July 2014, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Wondering if there is solution to this. I have an character with an simple ICE syflex robe all set up. There is body mesh collision beside others. When model is imported into new scene everything works fine But if models then duplicated or imported again it is named differently so you have Character and Character1 models in scene, collision on second character is not working as it is loos for name for first model. Example Collision node mesh in model is *Get Character.body*, when imported again model now is Character1 so collision node needs to be renamed to *Get Character1.Body*, but it is still *Charater.Body* so collision on mesh inside second character is not working. Anyway shouldn't it change model name automatically or is there way to make ti that way so once model is imported again or name of the model changed it would always use: Get model.mesh A bit confusing explanation but I think you know what I aim at. Not that big issue as cloth will be simulated in separate scene on cached body mesh and then also cached and brought back for rendering but still curious to figure it out as I was planing to have realy low poly cloth version right inside anim scene for fast previews. Thanks -- Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* -- www.matinai.com