Thank you guys! I'll take a look at these solutions :) 
Date: Wed, 3 Feb 2016 18:11:28 +0100
Subject: Re: What's going on here? (Vectors in ICE)
From: [email protected]
To: [email protected]

Hey Tim,
yeah, I'd like to suggest storing your vectors in PointReference mode. 
You can think of PointReferenceFrame as the local coordinate system of the 
vertex:  Y being the normal direction and X pointing towards the first neighbor 
vertex.
If you select a vertex of a polygon mesh, enter the Translate tool and switch 
to "Local" then that's the coordinate system represented by PointReferenceFrame.

So, try something like this for storing :
YourVectorPerPoint   ------------------------------------>  
MultiplyVectorByMatrix  ---> SetData(self.crvTanAvg)                            
                          /GetData(self.PointReferenceFrame) ---->  Invert 
-----/


And then this for retrieving and applying:
GetClosestLocation --->  GetData(crvTanAvg)  ---------------------->  
MultiplyVectorByMatrix  ---> SetData(self.tmp)                                  
                              /                  
GetData(self.PointReferenceFrame) -----------/

 Cheers, -M
--
       Martin Chatterjee
 
[ Freelance Technical Director ]
[   http://www.chatterjee.de   ][ https://vimeo.com/chatterjee ] 

On Wed, Feb 3, 2016 at 5:53 PM, Tim Bolland <[email protected]> wrote:



Hey Dan, all the animation is point cache based so I don't think that's it. 
Could there be a work around with the "Point Reference Frame" node? I'm not 
using it but I have seen other compounds that have. Paul Smith's "Cage Strands" 
for example, does something similar and uses it. I've never used it before so 
I'm little in the dark about what it's doing.
Cheers,
Tim

From: [email protected]
Date: Wed, 3 Feb 2016 16:46:10 +0000
Subject: Re: What's going on here? (Vectors in ICE)
To: [email protected]

Hey Tim,
If I'm not mistaken, you should be multiplying the re-interpreted vectors by 
the global transformation matrix of the re-interpret target object.  Or perhaps 
just it's rotation matrix...
DAN


On Wed, Feb 3, 2016 at 4:40 PM, Tim Bolland <[email protected]> wrote:




Hi Martin, 2015 SP2. The node no longer crashes which is good, but I have 
that behaviour still. I even checked in an older version and it happens there 
too. 
 
Cheers,
 
Tim


 

From: Martin Chatterjee 

Sent: Wednesday, February 03, 2016 5:32 PM
To: [email protected] 

Subject: Re: What's going on here? (Vectors in 
ICE)
 

Hey there Tim, 
 
what Softimage version are you using?
 
AFAIK the Reinterpret Location node has been broken in 2015, but supposedly 
got fixed in 2015 SP2.  Maybe that's the reason?
 
Cheers, Martin
 


--
       Martin 
Chatterjee
 
[ Freelance 
Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ] 

 
On Wed, Feb 3, 2016 at 2:10 PM, Tim Bolland <[email protected]> wrote:


  
  
  Hi, I'm little stumped with this behavior in ICE. I'm using a static 
  version of a mesh to pick up and store curve tangencies. I then use the 
  reinterpret location node to grab the stored vectors on an animated copy of 
  the mesh. This works as expected and I see the vectors have translated 
nicely. 
  However If I emit particles from the animated mesh and grab the tangency data 
  from the emit location, the vectors don't show up 'correctly'. It's as if 
it's 
  reading the tangency from the initial static mesh, or something like 
  that.  
   
  Has anyone got any ideas what's going on?
  
   
  Dropbox image:
  https://www.dropbox.com/s/nmomf3jkg2r81d8/VectorsAlign.jpg?dl=0
   
  Regards,
   
  Tim
   
  p.s Sent again with dropbox link instead of attachment
   
   
   
 

                                          

                                          

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