Wow, this thread went off the rails quickly.

You can, indeed, plug an animCurve into anything with a 'time' attribute, in 
this case, it would be to the nParticleShape1Cache1.time attribute.

There's a 'Scene Time Warp' feature (look under the Animate menu) in Maya 2015 
that seemed to work on nParticle caches for me. It still doesn't handle 
frame-interpolation properly, but you may be able to crank your subsamples and 
get what you need.

BTW, I think the script you're thinking of is called Time Warper 
(http://www.creativecrash.com/maya/script/time-warper)?

But you guys are all right; Maya is missing the ability to interpolate 
sub-frames automatically in the nCache format. Bifrost's .bif format does not 
have this issue, as points/voxels/etc carry their own velocity data. This means 
you don't have to sample prev/next frames to get motion blur.

Adrian

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Tim Leydecker
Sent: Wednesday, February 18, 2015 7:51 PM
To: [email protected]
Subject: Re: OT Maya: ncache hell

Hi Adrian,

thanks for the explanation of your approach. Yes, that sounds like a lot of 
work.

I was thinking more along the lines of asking Autodesk to implement additional 
cache editing as a feature, e.g. be able to retime and reanimate existing 
cached data as if working with a keyframed channel.

Either using an animation curve on the time input or even messing with the full 
data with interpolation between "keyframes", knowing that motionblur will then 
still work nicely.

I would think this could be regarded desireable for working with alembic files, 
bifrost, volumes, particles, animation, etc.

There is a standalone app that let´s you modify particle caches after sim, I 
can´t remember the name atm...

Anyway, asking to get Trax have better interpolation for caches might be 
interesting, too.

Imho, having to decide beforehand how many subsamples/ticks/substeps to store 
in a cache is a bit of a shot in the dark and can easily bloat files while 
still not solving the problem of always getting nice motionblur, regardless of 
shutter settings and lengths that may change later.

I´d think there is room for improvement, ideally allowing to cache to sparse 
data and interpolate for best results.



Am 19.02.2015 um 01:41 schrieb Adrian Graham:
> 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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