Re: Moving objects using ICE and raycast?

2013-03-27 Thread Alan Fregtman
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?

2013-03-27 Thread Eric Thivierge
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?

2013-03-27 Thread Sam
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?

2013-03-27 Thread Alan Fregtman
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?

2013-03-27 Thread Eric Thivierge
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?

2013-03-27 Thread Sam
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?

2013-03-26 Thread Eric Thivierge
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?

2013-03-26 Thread Christopher
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?

2013-03-26 Thread Christopher
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.