Re: Moving objects using ICE and raycast?
Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh. :) On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.comwrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated.
Re: Moving objects using ICE and raycast?
Man, trying to take the learning out of everything around you Alan? :P Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 10:00 AM, Alan Fregtman alan.fregt...@gmail.comwrote: Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh. :) On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.comwrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated.
RE: Moving objects using ICE and raycast?
I'm not sure that would work with what I'm trying to do. What I was thinking was sort of a laser effect. I can move or rotate my null to aim it at objects and it would leave a trail of particles behind which I will then emit more particles from for smoke. My biggest problem is figuring out which nodes I need to use to make it work. For example, raycast gives me a location, but I cannot plug that into the translation on the SRT to matrix node. So, once again I am stuck. This is what gets me stuck 99% of the time with ICE. I know it's possible, but I can spend hours trying to figure out something that seems like it should be very simple. It would be great if Ice could be a little smarter about things like this. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Wednesday, March 27, 2013 7:00 AM To: XSI Mailing List Subject: Re: Moving objects using ICE and raycast? Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh. :) On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.com wrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I'm trying to set up an ice tree where I'm using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I'm having trouble moving the object. I can seem to set the object position through ICE, but I'm sure it should be possible. Also I'm not completely sure how I would move the object along the position. What I'm doing now is just getting the positions per frame, but I'm not sure this would be the best way because I'm not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I'm not sure this is completely possible to do through ICE. Any help is appreciated.
Re: Moving objects using ICE and raycast?
It just takes practice. So you have a location from your raycast... that's basically an abstract place on geometry from which you can extract any ICE attribute, and their magic is they interpolate (blend, kind of) based off the attribute values off their neighbors. For example if you get a weightmap value in the middle of a polygon (and as you might know, weightmaps are per-vertex values), it takes care of checking the nearest triangle's vertex weights and blending them such that you get the expected value at that particular place. You don't need to know how it works, but if you feel like reading, the black magic under the hood revolves around barycentric coordinates. Anyway, back to your issue... plug the Location output of the Raycast into the Source input of a GetData set to just PointPosition (no self. or anything), and that will get your position at the raycast hit location. You can then plug that into the SRT To Matrix to get a transform with that position. On Wed, Mar 27, 2013 at 11:36 AM, Sam sbowl...@cox.net wrote: I’m not sure that would work with what I’m trying to do. What I was thinking was sort of a laser effect. I can move or rotate my null to aim it at objects and it would leave a trail of particles behind which I will then emit more particles from for smoke. My biggest problem is figuring out which nodes I need to use to make it work. For example, raycast gives me a location, but I cannot plug that into the translation on the SRT to matrix node. So, once again I am stuck. This is what gets me stuck 99% of the time with ICE. I know it’s possible, but I can spend hours trying to figure out something that seems like it should be very simple. It would be great if Ice could be a little smarter about things like this. ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman *Sent:* Wednesday, March 27, 2013 7:00 AM *To:* XSI Mailing List *Subject:* Re: Moving objects using ICE and raycast? ** ** Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh.* *** ** ** :) ** ** ** ** ** ** On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.com wrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com ** ** On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated. ** ** ** **
Re: Moving objects using ICE and raycast?
Well locations contain tons of information about the location which is being returned. If you raycast onto a polymesh you'll have a bunch of information within that location you can use. One of which is pointposition which you can plug into the translation of the matrix node. If you plug the location output into a get data node you can then explore and see all the available attributes you can use from that location. Since you're dealing with particles, yes you should be using a simulated ICE Tree and can use the Add Point node to create particles at each frame. Raycast[Location] Get Data[Point Position] Add Point[positions] Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 11:36 AM, Sam sbowl...@cox.net wrote: I’m not sure that would work with what I’m trying to do. What I was thinking was sort of a laser effect. I can move or rotate my null to aim it at objects and it would leave a trail of particles behind which I will then emit more particles from for smoke. My biggest problem is figuring out which nodes I need to use to make it work. For example, raycast gives me a location, but I cannot plug that into the translation on the SRT to matrix node. So, once again I am stuck. This is what gets me stuck 99% of the time with ICE. I know it’s possible, but I can spend hours trying to figure out something that seems like it should be very simple. It would be great if Ice could be a little smarter about things like this. ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan Fregtman *Sent:* Wednesday, March 27, 2013 7:00 AM *To:* XSI Mailing List *Subject:* Re: Moving objects using ICE and raycast? ** ** Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh.* *** ** ** :) ** ** ** ** ** ** On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.com wrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com ** ** On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated. ** ** ** **
RE: Moving objects using ICE and raycast?
Never mind, groups work now. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sam Sent: Wednesday, March 27, 2013 10:26 AM To: softimage@listproc.autodesk.com Subject: RE: Moving objects using ICE and raycast? Thanks guys. Using Get Data was the problem. I was just trying to plug the location into the SRT. I tried to create a group of the objects I want to raycast on and I couldn't get it to work, so I had to create a new raycast for each object. Is there a way to get this to work on a group of objects? It would really simplify things and make it easier to add or remove objects from the scene. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Wednesday, March 27, 2013 8:52 AM To: softimage@listproc.autodesk.com Subject: Re: Moving objects using ICE and raycast? Well locations contain tons of information about the location which is being returned. If you raycast onto a polymesh you'll have a bunch of information within that location you can use. One of which is pointposition which you can plug into the translation of the matrix node. If you plug the location output into a get data node you can then explore and see all the available attributes you can use from that location. Since you're dealing with particles, yes you should be using a simulated ICE Tree and can use the Add Point node to create particles at each frame. Raycast[Location] Get Data[Point Position] Add Point[positions] Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 11:36 AM, Sam sbowl...@cox.net wrote: I'm not sure that would work with what I'm trying to do. What I was thinking was sort of a laser effect. I can move or rotate my null to aim it at objects and it would leave a trail of particles behind which I will then emit more particles from for smoke. My biggest problem is figuring out which nodes I need to use to make it work. For example, raycast gives me a location, but I cannot plug that into the translation on the SRT to matrix node. So, once again I am stuck. This is what gets me stuck 99% of the time with ICE. I know it's possible, but I can spend hours trying to figure out something that seems like it should be very simple. It would be great if Ice could be a little smarter about things like this. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: Wednesday, March 27, 2013 7:00 AM To: XSI Mailing List Subject: Re: Moving objects using ICE and raycast? Or you know... select your null, go to the ICE module, (below the Kinematics label) go to Constrain-to Closest Surface and pick your mesh. :) On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge ethivie...@gmail.com wrote: You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I'm trying to set up an ice tree where I'm using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I'm having trouble moving the object. I can seem to set the object position through ICE, but I'm sure it should be possible. Also I'm not completely sure how I would move the object along the position. What I'm doing now is just getting the positions per frame, but I'm not sure this would be the best way because I'm not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I'm not sure this is completely possible to do through ICE. Any help is appreciated.
Re: Moving objects using ICE and raycast?
You don't need to use a simulated tree to do this. You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thivierge http://www.ethivierge.com On Tue, Mar 26, 2013 at 10:41 PM, Sam sbowl...@cox.net wrote: First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated.
Re: Moving objects using ICE and raycast?
Thanks. Much appreciated :) Eric Thivierge Tuesday, March 26, 2013 10:46 PM You don't need to use a simulated tree to do this.You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thiviergehttp://www.ethivierge.com Sam Tuesday, March 26, 2013 10:41 PM First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated.
Re: Moving objects using ICE and raycast?
Wrong Reply ! Christopher Tuesday, March 26, 2013 10:52 PM Thanks. Much appreciated :) Eric Thivierge Tuesday, March 26, 2013 10:46 PM You don't need to use a simulated tree to do this.You'll need to set the kine.global of the object with a matrix which you can build from an SRT to Matrix node. Feed your position from your raycast into the translation of the SRT to Matrix node. Eric Thiviergehttp://www.ethivierge.com Sam Tuesday, March 26, 2013 10:41 PM First off, this is just a learning exercise, not an actual project. I’m trying to set up an ice tree where I’m using a null to get a location on another mesh (raycast) and then move an object along that mesh. I can get the position on the mesh just fine, but I’m having trouble moving the object. I can seem to set the object position through ICE, but I’m sure it should be possible. Also I’m not completely sure how I would move the object along the position. What I’m doing now is just getting the positions per frame, but I’m not sure this would be the best way because I’m not sure this will work correctly with motion blur. I thought about using the points to create a curve and then moving the objects along the curve, but I’m not sure this is completely possible to do through ICE. Any help is appreciated.