Colloquialism. Means he used it in production.
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Guillaume Baratte
> Sent: 03 August 2005 10:12
> To: XSI(at)Softimage.COM
> 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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