RE:

Date : Wed, 3 Aug 2005 11:11:59 +0200
To : <XSI(at)Softimage.COM>
From : "Guillaume Baratte" <guillaume(at)wipon.fr>
Subject : RE:
Why you say he used it in anger?

-----Message d'origine-----
De : owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] De la part de
kim aldis
Envoyé : mercredi 3 août 2005 10:46
À : XSI(at)Softimage.COM
Objet : RE: 

Looks like a better approach than hair to me. He's used it in anger too, I
think. 

> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Guillaume Baratte
> Sent: 03 August 2005 09:25
> To: XSI(at)Softimage.COM
> Subject: RE: 
> 
> What do you think about the article on XSIBlog of Andrea 
> Interguglielmi about a prototyping of a simple feather simulator?
> http://www.xsi-blog.com/?p=33
> 
> 
> -----Message d'origine-----
> De : owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] 
> De la part de kim aldis Envoyé : mercredi 3 août 2005 08:36 À 
> : XSI(at)Softimage.COM Objet : RE: 
> 
> Not so definitely. The hair you see rendered is a different 
> thing to the hair guides and it's not possible to get at them 
> from a scripted operator.
> Also, the vertexnormal alone isn't enough to place a flat 
> surface. This is not a trivial problem.
> 
> > -----Original Message-----
> > From: owner-xsi(at)Softimage.COM
> > [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Luke
> > Sent: 02 August 2005 08:52
> > To: XSI(at)Softimage.COM
> > Subject: Re: 
> > 
> > Hi Guillaume,
> > 
> > This problem is definitely solveable by scripting.
> > 
> > Simply write a script to place planes or something similar 
> along each 
> > hair of a hair system with a scripted operator and make 
> sure that the 
> > reference hair has no render visibility.
> > Reading the normal information at the vert that emits the 
> hair, along 
> > with the emitter object transform should give you enough 
> information 
> > about orientation to do what you need.
> > 
> > Even easier, you can constrain object to clusters on hair, 
> and since 
> > this only defines their position, the orientation could be 
> gathered in 
> > any way you wanted to.
> > 
> > cheers,
> > 
> > Luke
> > 
> > kim aldis wrote:
> > 
> > > you can't. The hair uses the mental ray hair primitive
> > which is fixed
> > > in this way.
> > >
> > >     
> > --------------------------------------------------------------
> > ----------
> > >     *From:* owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM]
> > >     *On Behalf Of *Guillaume Baratte
> > >     *Sent:* 01 August 2005 10:43
> > >     *To:* XSI(at)Softimage.COM
> > >     *Subject:*
> > >
> > >     Hello i try to make some feather with the hair
> > simulation of XSi.
> > >
> > >     In the Hair simulation of XSI each Hair orientation's
> > are link to
> > >     the camera.
> > >
> > >     When i turn around my model the hair are always face to
> > the camera.
> > >
> > >     Someone know how desactivate or break the link 
> between the hair
> > >     orientation's and the camera position?
> > >
> > >      
> > >
> > >     Cheers
> > >
> > >      
> > >
> > >     Guillaume Baratte
> > >
> > 
> > 
> > --
> > luke emrose
> > technical director - luke.emrose(at)rsp.com.au
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  • Follow-Ups:
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      • From: "kim aldis" <kim(at)cg-soup.com>
  • References:
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      • From: "kim aldis" <kim(at)cg-soup.com>

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