Yes both of those reasons Steven.

On Wednesday, January 15, 2014 3:15:19 AM, Steven Caron wrote:
i think eric's apprehension is because point locators can sometimes
disappear (ice wants to optimize them if they aren't being used)

another issue i have seen with point locators being frozen... in the
cage deformer case if you duplicated your entire rig, i have seen the
point locators not resolve to the correct duplicate object. instead
they point back to the first one.


On Wed, Jan 15, 2014 at 12:04 AM, Simon Reeves <[email protected]
<mailto:[email protected]>> wrote:

    I guess if you know what the frozen tree contained (or it was a
    compound) you can always just recreate it anytime if you need it
    so in that way there's no risk?


    On Tuesday, 14 January 2014, Alan Fregtman wrote:

        Can't say there weren't random hiccups along the way but it's
        been working 99.9% on several dozen different vehicles.



        On Tue, Jan 14, 2014 at 4:59 PM, Eric Thivierge
        <[email protected]> wrote:

            You're a brave soul Alan. I don't trust frozen locations
            on meshes further than I can throw them... and I can't
            throw them at all...

            Not something I would recommend myself.

            - Eric T.


            On Tuesday, January 14, 2014 4:53:50 PM, Alan Fregtman wrote:

                By the way, as long as your locations are in-use (or
                you got Display
                Values on for it) you can freeze the tree responsible
                for doing the
                location lookup and storing it to a custom attribute.

                It will "freeze" the locations and it will be way
                faster when reading
                them. The second you change topology though, you'll
                need to compute
                the locations again. Same goes if you want to recreate
                the locations
                or overwrite what's frozen.

                I am currently employing this technique in production
                in a film with
                an epic car chase. The cars that crash are being (ICE)
                cage-deformed
                by an outer shell "blob" mesh (through shapekeys to
                warp them) and
                it's effectively using frozen locations to transfer
                the deformation to
                the entire set of meshes in the car relative to the
                cage mesh.




                On Tue, Jan 14, 2014 at 1:48 PM, Simon Reeves
                <[email protected]
                <mailto:[email protected]>__> wrote:

                    Thanks Dan,

                    Glad I'm not going crazy... It's one of those
                things I thought
                    that I have done before and worked..



                    Simon Reeves
                    London, UK
                    /[email protected]
                <mailto:[email protected]>__/
                    /www.simonreeves.com <http://www.simonreeves.com>
                <http://www.simonreeves.com>/
                    /www.analogstudio.co.uk
                <http://www.analogstudio.co.uk>
                <http://www.analogstudio.co.uk__>//

                    /


                    On 14 January 2014 17:46, Dan Yargici
                <[email protected]
                    <mailto:[email protected]>> wrote:

                        Hi Simon.

                        The sample set will constantly change with
                deformations.  You
                        have to emit from a static version and stick to a
                        re-interpreted location on the deforming version.

                        It's a little irritating, yeah.

                        DAN


                        On Tue, Jan 14, 2014 at 5:40 PM, Simon Reeves
                        <[email protected]
                <mailto:[email protected]>__> wrote:

                            Hello list, happy new year!

                            I'm slightly puzzled here with locations.
                I thought that
                            just having this simple set up would do
                the job, but alas
                            it does not (see attached image)

                            This tree is in a cloud in a non simulated
                stack, without
                            time variation and without the seed changing.

                            I thought that the points should stick to
                the same
                            location on the geometry while the
                geometry deforms?...
                            The do stick when the object's SRT moves,
                but not any
                            deformation..

                            Now I can get this to work by adding a sim
                ice tree and
                            just using*'Stick to Location'*

                            **But it'd be great if it wasn't a
                simulated tree, and

                            more to the point I'm just surprised that
                the locations
                            change in the first place....(especially
                when i can stick
                            to them afterwards), what is changing
                every frame
                            initially? Is location based on the
                bounding box of the
                            geometry or something?...



    --


    Simon Reeves
    London, UK
    /[email protected] <mailto:[email protected]>/
    /www.simonreeves.com <http://www.simonreeves.com>/
    /www.analogstudio.co.uk <http://www.analogstudio.co.uk>//
    /



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