Re: Particle C++ operator

Date : Wed, 29 Mar 2006 09:45:00 +0930
To : XSI(at)Softimage.COM
From : Raffaele Fragapane <jaco(at)thejaco.com>
Subject : Re: Particle C++ operator
don't forget doubling up the cloud and looking up the simulated one to add on top of it.
not pretty, fugly infact, but will spare you from a few headaches in some cases.


******************************
|     Raffaele Fragapane       |
|     Rising Sun Pictures      |
| "Remember, TD is for TopDog" |
******************************



Aloys Baillet wrote:

Hi Mathieu,

The sad reality is that any C++ operator will kill all XSI simulation.
The only way to add custom stuffs to the simulation is to use a particle scripted event, where you can call a custom C++ command that would do the work... It's not the most efficient way but at least you don't need to re-implement everything!


Cheers,

Aloys

On 3/28/06, *Mathieu Leclaire* <mleclair(at)hybride.com <mailto:mleclair(at)hybride.com>> wrote:

    Hey everyone,



    I'm doing some particles custom operators but there's one thing I
    just don't quite understand. If I create and apply an operator on
    particles, the operator will overwrite all other XSI forces and
    emissionsâ it's as if the cloud was frozen when I apply the
    operator which kind of makes sense since you might want full
    control over your particles but that also means I need to code my
    own forces and emissions to give the desired effect. I basically
    feel like I'm redoing work that's already been done. Is there a
    way to just like code a new force and apply it so that the
    particles keep using other XSI forces already in the scene or do I
    have no other choice but to recode all the basic forces I need and
    add parameters to my operator to control them?





    Mathieu Leclaire

    R&D Programmer

    Hybride Technologies




-- Aloys Baillet - XSI Technical Director Character Dpt - Animal Logic --

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