tricky pocdural animation problem
hey guys, long shot but here goes we have a railway track made of 'magnetic sticks and balls toy' pieces, the pieces are instanced standins (rendered in arnold, but this is not relevant) we have to have the pieces fly off (in a controlled/directed manner) in a progressive way i had thought to use ICE to create a particle per object, then control the pieces with these particles, so i can trigger and animate them procedurally so i de-instanced the original parts, merged them, and used momentum to apply deform body, and create ICE controls (which i then freeze, i only need momentum as an easy way to create the point per object) unfortunately, when i try and use ICE- Kinematics-Effects-transform objects by particles, it takes an arbitrary object per particle, ignoring the nearest (which is what i need) thus borking the layout of the track i guess what im saying in a long winded way is i'm stuck! i want to have the original objects stay where they are until triggered by some ICE stuff (test inside volume then turbulize velocity/angle etc) anyone have any nifty solutions to this, i 'could' just key the pos/rot of the objects, move and rotate them and offset the animation but we all know what clients are like, they will want to change stuff, and this old school method will take ages to tweak thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: tricky pocdural animation problem
hmmm might have solved this with 'Emit Instances Matched to Master SRTs' in the workgroup, not sure where this came from #giftHorse a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: 08 January 2015 12:21 To: softimage@listproc.autodesk.com Subject: tricky pocdural animation problem hey guys, long shot but here goes we have a railway track made of 'magnetic sticks and balls toy' pieces, the pieces are instanced standins (rendered in arnold, but this is not relevant) we have to have the pieces fly off (in a controlled/directed manner) in a progressive way i had thought to use ICE to create a particle per object, then control the pieces with these particles, so i can trigger and animate them procedurally so i de-instanced the original parts, merged them, and used momentum to apply deform body, and create ICE controls (which i then freeze, i only need momentum as an easy way to create the point per object) unfortunately, when i try and use ICE- Kinematics-Effects-transform objects by particles, it takes an arbitrary object per particle, ignoring the nearest (which is what i need) thus borking the layout of the track i guess what im saying in a long winded way is i'm stuck! i want to have the original objects stay where they are until triggered by some ICE stuff (test inside volume then turbulize velocity/angle etc) anyone have any nifty solutions to this, i 'could' just key the pos/rot of the objects, move and rotate them and offset the animation but we all know what clients are like, they will want to change stuff, and this old school method will take ages to tweak thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: tricky pocdural animation problem
Hi Adrian, If I read correctly... Do you need to use the ICE- Kinematics-Effects-transform objects by particles, step? Once I've used Momentum's ICE controls, I then just animate the Pointcloud itself without any other steps. Adam. On 8 January 2015 at 12:20, adrian wyer adrian.w...@fluid-pictures.com wrote: hey guys, long shot but here goes we have a railway track made of 'magnetic sticks and balls toy' pieces, the pieces are instanced standins (rendered in arnold, but this is not relevant) we have to have the pieces fly off (in a controlled/directed manner) in a progressive way i had thought to use ICE to create a particle per object, then control the pieces with these particles, so i can trigger and animate them procedurally so i de-instanced the original parts, merged them, and used momentum to apply deform body, and create ICE controls (which i then freeze, i only need momentum as an easy way to create the point per object) unfortunately, when i try and use ICE- Kinematics-Effects-transform objects by particles, it takes an arbitrary object per particle, ignoring the nearest (which is what i need) thus borking the layout of the track i guess what im saying in a long winded way is i'm stuck! i want to have the original objects stay where they are until triggered by some ICE stuff (test inside volume then turbulize velocity/angle etc) anyone have any nifty solutions to this, i 'could' just key the pos/rot of the objects, move and rotate them and offset the animation but we all know what clients are like, they will want to change stuff, and this old school method will take ages to tweak thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: tricky pocdural animation problem
Oh thats handy...I didn't know about that 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* On 8 January 2015 at 12:53, Adam Seeley adammsee...@gmail.com wrote: Hi Adrian, If I read correctly... Do you need to use the ICE- Kinematics-Effects-transform objects by particles, step? Once I've used Momentum's ICE controls, I then just animate the Pointcloud itself without any other steps. Adam. On 8 January 2015 at 12:20, adrian wyer adrian.w...@fluid-pictures.com wrote: hey guys, long shot but here goes we have a railway track made of 'magnetic sticks and balls toy' pieces, the pieces are instanced standins (rendered in arnold, but this is not relevant) we have to have the pieces fly off (in a controlled/directed manner) in a progressive way i had thought to use ICE to create a particle per object, then control the pieces with these particles, so i can trigger and animate them procedurally so i de-instanced the original parts, merged them, and used momentum to apply deform body, and create ICE controls (which i then freeze, i only need momentum as an easy way to create the point per object) unfortunately, when i try and use ICE- Kinematics-Effects-transform objects by particles, it takes an arbitrary object per particle, ignoring the nearest (which is what i need) thus borking the layout of the track i guess what im saying in a long winded way is i'm stuck! i want to have the original objects stay where they are until triggered by some ICE stuff (test inside volume then turbulize velocity/angle etc) anyone have any nifty solutions to this, i 'could' just key the pos/rot of the objects, move and rotate them and offset the animation but we all know what clients are like, they will want to change stuff, and this old school method will take ages to tweak thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
RE: tricky pocdural animation problem
the ICE- Kinematics-Effects-transform objects by particles needs a merged mesh (deform bodies) i want individual elements sorted it with the emit instances matched to srts a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves Sent: 08 January 2015 13:01 To: softimage@listproc.autodesk.com Subject: Re: tricky pocdural animation problem Oh thats handy...I didn't know about that Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 8 January 2015 at 12:53, Adam Seeley adammsee...@gmail.com wrote: Hi Adrian, If I read correctly... Do you need to use the ICE- Kinematics-Effects-transform objects by particles, step? Once I've used Momentum's ICE controls, I then just animate the Pointcloud itself without any other steps. Adam. On 8 January 2015 at 12:20, adrian wyer adrian.w...@fluid-pictures.com wrote: hey guys, long shot but here goes we have a railway track made of 'magnetic sticks and balls toy' pieces, the pieces are instanced standins (rendered in arnold, but this is not relevant) we have to have the pieces fly off (in a controlled/directed manner) in a progressive way i had thought to use ICE to create a particle per object, then control the pieces with these particles, so i can trigger and animate them procedurally so i de-instanced the original parts, merged them, and used momentum to apply deform body, and create ICE controls (which i then freeze, i only need momentum as an easy way to create the point per object) unfortunately, when i try and use ICE- Kinematics-Effects-transform objects by particles, it takes an arbitrary object per particle, ignoring the nearest (which is what i need) thus borking the layout of the track i guess what im saying in a long winded way is i'm stuck! i want to have the original objects stay where they are until triggered by some ICE stuff (test inside volume then turbulize velocity/angle etc) anyone have any nifty solutions to this, i 'could' just key the pos/rot of the objects, move and rotate them and offset the animation but we all know what clients are like, they will want to change stuff, and this old school method will take ages to tweak thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: tricky pocdural animation problem
Not sure that's true.. I tested it out on just a few random objects and they were all seperate 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* On 8 January 2015 at 14:34, adrian wyer adrian.w...@fluid-pictures.com wrote: the ICE- Kinematics-Effects-transform objects by particles needs a merged mesh (deform bodies) i want individual elements sorted it with the emit instances matched to srts a -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Simon Reeves *Sent:* 08 January 2015 13:01 *To:* softimage@listproc.autodesk.com *Subject:* Re: tricky pocdural animation problem Oh thats handy...I didn't know about that 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* On 8 January 2015 at 12:53, Adam Seeley adammsee...@gmail.com wrote: Hi Adrian, If I read correctly... Do you need to use the ICE- Kinematics-Effects-transform objects by particles, step? Once I've used Momentum's ICE controls, I then just animate the Pointcloud itself without any other steps. Adam. On 8 January 2015 at 12:20, adrian wyer adrian.w...@fluid-pictures.com wrote: hey guys, long shot but here goes we have a railway track made of 'magnetic sticks and balls toy' pieces, the pieces are instanced standins (rendered in arnold, but this is not relevant) we have to have the pieces fly off (in a controlled/directed manner) in a progressive way i had thought to use ICE to create a particle per object, then control the pieces with these particles, so i can trigger and animate them procedurally so i de-instanced the original parts, merged them, and used momentum to apply deform body, and create ICE controls (which i then freeze, i only need momentum as an easy way to create the point per object) unfortunately, when i try and use ICE- Kinematics-Effects-transform objects by particles, it takes an arbitrary object per particle, ignoring the nearest (which is what i need) thus borking the layout of the track i guess what im saying in a long winded way is i'm stuck! i want to have the original objects stay where they are until triggered by some ICE stuff (test inside volume then turbulize velocity/angle etc) anyone have any nifty solutions to this, i 'could' just key the pos/rot of the objects, move and rotate them and offset the animation but we all know what clients are like, they will want to change stuff, and this old school method will take ages to tweak thanks a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: tricky pocdural animation problem
ICE Kine - Drive From Particles http://vimeo.com/19362874 Near the end, Eric shows how to set the initial position to the original while being driven by particles. If you would consider merging them which may be a bit easier, Motion Tools http://vimeo.com/44039628 Main focus in this build was to implement a way of controling polygons and polygon islands with points in a point cloud. Therefore enabling users to use regular ICE nodes and Motion Tools compounds to procedurally animate such elements. emTools http://www.mootzoid.com/learning/emTools/documentation Vertex Islands Initialize Island Data Initializes the vertex island data. Create Particles from Island Centers Creates one particle for each island center. Transform Islands Transforms the vertex islands. Getters A bunch of compounds to get diverse island related data. The compounds are self-explanatory. Also to foreafter deal with islands, There is a polygon Island selection filter that you can put on a button (while also setting as a raycast selection mode) , And/or as a button, you can put a proportional move preset with a range with consider neighborhood ON so you can freely move islands around using "M". And/or for clusters, another button to set selection mode to polygon, also raycast, with the "cluster" toggle on (to visually select them without having to go through the explorer) you can also toggle visibility "Unselected Clusters" (on selected objects) if some islands are clusters and others not. To essentially treat islands or clusters as objects. (also useful for whenever wanting to optimally deal with thousands of "objects") Cheers, On 01/08/15 9:47, Simon Reeves wrote: Not sure that's true.. I tested it out on just a few random objects and they were all seperate Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 8 January 2015 at 14:34, adrian wyer adrian.w...@fluid-pictures.com wrote: the ICE- Kinematics-Effects-transform objects by particles needs a merged mesh (deform bodies) i want individual elements sorted it with the emit instances matched to srts a From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves Sent: 08 January 2015 13:01 To: softimage@listproc.autodesk.com Subject: Re: tricky pocdural animation problem Oh thats handy...I didn't know about that Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 8 January 2015 at 12:53, Adam Seeley adammsee...@gmail.com wrote: Hi Adrian, If I read