The cleanest way I suppose would be to have the PPG reside on the operator directly.Write a command to apply the op and display its PPG (points 1 and 2 in your list), then on the PPG there could be a button (calling a second command for instance) that freezes the object and performs your additiona
I don't think it is that unusual. I used to use proxy parameters with
controls I used a lot and weren't easy to access, or were in different PPGs
around my scene, like camera roll and camera fov.
I first tried OnChanged with roll, but the update is a little slow. A proxy
parameter would be a bette
Ok thanks again. Very helpful!
On Tue, Nov 5, 2013 at 3:04 PM, Sandy Sutherland
wrote:
> We went to 2014 to use the FBX export tools, then didn't use them. We
> actually ICE cached out and then used Instances with caches on - purely to
> fit in with the pipeline that exists at the place I
We went to 2014 to use the FBX export tools, then didn't use them. We
actually ICE cached out and then used Instances with caches on - purely
to fit in with the pipeline that exists at the place I was working on
this! As it was rendering arnold, the instance root also helped.
S.
On 2013/11/
Excellent thanks Sandy! Very much appreciated. Were you in 2013 or 2014?
On Tue, Nov 5, 2013 at 1:51 PM, Sandy Sutherland
wrote:
> We used it earlier this year for a commercial - must say I was pretty
> impressed with it. The blending was pretty cool, but misses control over
> the threshold
We used it earlier this year for a commercial - must say I was pretty
impressed with it. The blending was pretty cool, but misses control
over the threshold to blend, and we had jittering where the blend was
obviously borderline between two actions and was swapping in and out.
It looked like
I'm hoping to get some opinions (positive or negative) for crowd fx in
production. I've only looked at it in soft_2013 briefly and I know it went
through some changes since. We're using 2013 now but if there is a major
benefit to 2014 we could do that too.
I'm considering it because it can blend
Cheers, Ben. Good call - and no the mesh hasn't changed... but we want to
steer completely clear of using anything that was involved in the previous
setup call it superstition if you like but I don't want to risk adding
anything that might have been involved in the initial corruption!
As it go
With the re grooming you could just save out your old weight maps and
reapply them
Maybe as long as you have not edited the mesh!
Ben
On 5 November 2013 15:41, Jonny Grew wrote:
> Just thought I'd give you an update about this...
>
> Mr MB had a look at our scenes and encountered the same pro
Just thought I'd give you an update about this...
Mr MB had a look at our scenes and encountered the same problem with
reading the cache - the feather instances appeared on frame 1 but
disappeared on subsequent frames.
As there were some nested models under the main chicken model it was
thought t
Also take a look a proxy parameters. You can add proxy parameters from the
operator to your custom PPG.
Sent from my iPhone
> On Nov 5, 2013, at 7:30 AM, Christian Gotzinger wrote:
>
> Thank you for the links, I think these contain what I need.
>
> What would be the standard way for controll
Thanks David
On 11/5/13, David Barosin wrote:
> Get all edges
> add a particle per edge
> use edge vertex index 0 for the particle position (and strand 0 position)
> use edge vertex index 1 for strand 1 position
>
> or ;)
>
> go to rray.de and look for this - Strandwire Compound by Andreas Byströ
Get all edges
add a particle per edge
use edge vertex index 0 for the particle position (and strand 0 position)
use edge vertex index 1 for strand 1 position
or ;)
go to rray.de and look for this - Strandwire Compound by Andreas Byström
On Tue, Nov 5, 2013 at 7:35 AM, royston michaels wrote:
>
Hey guys,
I'm trying to create some strands using
points on a mesh with the strand along each
edge so each point is a particle and all connecting
edges are strands...anyone have ideas creating
this.
Thanks for all/any suggestions.
R
Thank you for the links, I think these contain what I need.
What would be the standard way for controlling operators? I'm not trying to
do anything special, really just looking for the most straightforward way
to:
1) Add a bevel operator
2) Allow the user to change settings of the bevel operator
3
It is quite unusual to update operators based on another global PPG's parameter I think, though theoretically it should work if the operator uses the Property's relevant parameters as an input. Check out http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/CustomOperator.htm
No, it's not Immediate Mode. After the PPG is closed, the operator values
update correctly. But they don't update when changing the slider value
while the PPG is open.
I will delete the custom property once the user closes the PPG, so I think
it's not too important where it's stored.
On Tue, Nov
I may be doing it wrong because I've never used this, but I don't seem to
be able to access the operator by doing this? The operator is defined
outside the injected script.
On Tue, Nov 5, 2013 at 12:37 PM, gareth bell wrote:
> I think you need some PPG.Logic
>
>
> http://usa.autodesk.com/adsk/s
Could it be that you have immediate mode enabled?Also, why do you store the parameters in a global PPG in the SceneRoot rather than on the actual operator per object?Hi list,My script generates a bevel operator on an object. I then want a PPG to pop up that allows the user to change certain parame
I think you need some PPG.Logic
http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=14003709&linkID=12544120
using an _OnChanged callback
Date: Tue, 5 Nov 2013 12:29:57 +0100
Subject: Controlling a parameter "live" via slider through scripting
From: cgo...@googlemail.com
To: softi
As an operator apparently cannot have ICEAttribute output ports, I instead
pass the polymesh and pointcloud primitives and add the operator to the
pointclud.
CustomOperator customOperator =
> pickedObject.GetActivePrimitive().AddCustomOp( L"HairCommandsGenerate",
> inputs,L"HairCommandsGenerate",s
Hi list,
My script generates a bevel operator on an object. I then want a PPG to pop
up that allows the user to change certain parameters of the bevel operator.
These parameters should update whenever the values in the PPG are changed.
However, they only update after the PPG is closed via OK. Can
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