Unfortunately, it's not possible to do it with
playback rate change.
You will have to either do it over or do a post
process. Sims are dependant on the framerate. If
there were a way to do sub-frame sampling it could be
possible.
Personally I think it's a really bad idea to tie the
sim to the playback rate, these are the kinds of
problems you have as a result.
E
--- kim aldis <kim(at)cg-soup.com> wrote:
> Ah, OK.
>
> The reason probably has to do with particles being
> an iterative process;
> where a particle is depends on where it was at the
> previous frame. There's
> also the question of the cloud's dependance on so
> many other factors,
> forces, collisions ..... I wouldn't think it's even
> possible.
>
>
> _____
>
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
> Orlando Esponda
> Sent: 03-January-2006 17:59
> To: XSI(at)Softimage.COM
> Subject: Re: Particle simulation retime
>
>
> Thanks kim. That's definitely an option, but i was
> looking a way of doing it
> with the mixer, because not all the simulation will
> go at same speed: some
> parts will be at 50%, some at 200%, and so.
>
> I just don't understand why xsi can put almost
> anything in the mixer, even
> the new rigid body dynamics engine (ageia), but not
> the old particles.
>
> Thanks again kim.
>
> kim aldis wrote:
>
> You could render out with the frame rate changed?
>
>
>
>
>
Freelance 3-D Animator, F/X Artist, Particle Man
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