RE: Particle simulation retime

Date : Tue, 3 Jan 2006 10:56:50 -0800 (PST)
To : XSI(at)Softimage.COM
From : Eric Lampi <ericlampi(at)yahoo.com>
Subject : RE: Particle simulation retime
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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