I've written scripts that do this: - generate a null for each particle emitted - move the null to the updated particle location on each frame - keyframe the null after moving it - rinse and repeat
So you end up with a big mess of nulls and keyframes, and not much else you do with them. I suppose you could do the above, then kill particle emission, then do it the other way around; write a runtime expression to emit one particle per null, and move it where each null is at each frame. This would work at any sub-frame, as the runtime expression would query the exact position of the associated null at the current time. But that's a real roundabout way of doing this, and you'd quickly bog down with hundreds or thousands of particles/nulls. If you're really interested in doing this, I could try it and record a video showing you how I did it. Adrian -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Tim Leydecker Sent: Wednesday, February 18, 2015 3:59 PM To: [email protected] Subject: Re: OT Maya: ncache hell Hi Adrian, would there be a way to plot/bake an nCache to keyframes per particle and then use the "natural" interpolation happening between keyframes to get better retiming results? One could then always re-export to a new cache? If not, that may be an idea to suggest as a feature request? E.g. the feature request would be to allow the user to edit any cached data input in the fcurve editor as keyframe data with all the interpolation options usually found between two keyframes. That shouldn´t be insanely complicate to be pulled off as it would "just" require to read cache data as keyframes, then interpolate instead of step, no? Cheers, tim Am 18.02.2015 um 20:05 schrieb Adrian Graham: > Er, let's pretend you guys never saw that... > > > From: Ben Beckett <[email protected]<mailto:[email protected]>> > Reply-To: > "[email protected]<mailto:[email protected] > m>" > <[email protected]<mailto:[email protected] > m>> > Date: Wednesday, February 18, 2015 at 5:19 AM > To: > "[email protected]<mailto:[email protected] > m>" > <[email protected]<mailto:[email protected] > m>> > Subject: Re: Aw: OT Maya: ncache hell > > Maya 2016! > > On 18 February 2015 at 04:23, Adrian Graham > <[email protected]<mailto:[email protected]>> wrote: > Hey guys, the best way to retime nCaches is in the Trax editor. Select the > cached node and open the editor. You'll see a bar representing the length of > your cache on disk. You can expand/compress this bar to achieve the retiming > you desire. You can't ramp-in/ramp-out the speed, unfortunately. Not without > extremely unpredictable results, that is. > > Now it gets tricky, so I recorded a couple of videos (in .swf format) to > maybe provide a bit of insight: > > nCache_retiming_01.swf<https://autodesk.box.com/s/ves0ye66ny9sc0y78a8c > k8xi8af2zyns> > nCache_retiming_02.swf<https://autodesk.box.com/s/bxwfnuupxw11fz9tvfr9 > 4k72djb9fwfv> > > Also, as I mentioned at the end of the second video, a suggestion from one of > our devs here is to goal 'classic' particles to your nParticles > (post-retiming), cache those out and render them, rather than the nParticles: > > You could export it as a classic particle cache (with dynExport) , and then > create a classic particle shape with exactly the same set of attributes as > you exported. (which means that you either have to explicitly specify the > list of PP attrs so that you don't end up with ramp input attrs, or you may > need to add any extra cached attrs to the classic particle system). > > Hope this helps, > Adrian > > From: > [email protected]<mailto:softimage-bounces@listp > roc.autodesk.com> > [mailto:[email protected]<mailto:softimage-bounc > [email protected]>] On Behalf Of Gerbrand Nel > Sent: Monday, February 16, 2015 4:59 AM > To: > [email protected]<mailto:[email protected] > > > Subject: Re: Aw: OT Maya: ncache hell > > Ugh.... > Well thanks for the heads-up. > G > On 16/02/2015 11:50, Leo Quensel wrote: > I've been through this hell. > Long story short: Do it in Softimage, it is next to impossible to do it > properly in Maya and it is a buggy mess. > > Gesendet: Montag, 16. Februar 2015 um 10:45 Uhr > Von: "Gerbrand Nel" > <[email protected]<mailto:[email protected]>><mailto:[email protected] > <mailto:[email protected]>> > An: > [email protected]<mailto:[email protected] > ><mailto:[email protected]<mailto:[email protected] > odesk.com>> > Betreff: OT Maya: ncache hell > Hey guys > So I have to re-time my particles in Maya, and no one seems to know > how to do this properly. > Do you guys know if I can bring them into softimage, re-time, and then > re-export the ncache to maya? > Even if you know how to do it with houdini, please shout! > Thanks guys > > >
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