tricky pocdural animation problem

2015-01-08 Thread adrian wyer
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

2015-01-08 Thread adrian wyer
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

2015-01-08 Thread Adam Seeley
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

2015-01-08 Thread Simon Reeves
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

2015-01-08 Thread adrian wyer
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

2015-01-08 Thread Simon Reeves
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

2015-01-08 Thread Jason S

  
  

  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