I found a solution... it's not the most elegant but it works... I just copy
the particle age in its age limit. That makes it live one frame too much but
if I also put its size to 0, it works fine:
var VBppositions = new VBArray( inParticleCloud.Particles.PositionArray);
var ppositions = VBppositions.toArray();
for (var i=0; i<ppositions.length; i+=3){
if (ppositions[i+1] < 0) {
inParticleCloud.Particles(i/3).AgeLimit =
inParticleCloud.Particles(i/3).Age;
inParticleCloud.Particles(i/3).Size = 0;
}
}
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf Of
kim aldis
Sent: Thursday, March 30, 2006 1:21 PM
To: XSI(at)Softimage.COM
Subject: RE: Particle C++ operator
I couldn't be sure about deleting particles but creating them doesn't work
so there's a pretty goocd chance that killing them won't either.
Particle SDK is a mess.
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Mathieu Leclaire
> Sent: 30-March-2006 18:39
> To: XSI(at)Softimage.COM
> Subject: RE: Particle C++ operator
>
> OK... finally I decided to try the particle scripted event.
> I've tried this simple script in the event but when I call
> inParticleCloud.RemoveParticles(killedArray); it does
> nothing. Here's the script:
>
>
> var VBppositions = new VBArray(
> inParticleCloud.Particles.PositionArray);
> var ppositions = VBppositions.toArray();
>
> var killedArray = new Array();
> for (var i=0; i<ppositions.length; i+=3){
> if (ppositions[i+1] < 0) killedArray.push(i/3); }
> LogMessage(killedArray); inParticleCloud.RemoveParticles(killedArray);
>
>
>
> How do I remove unwanted particles? What Am I doing wrong?
>
>
> Mathieu Leclaire
> R&D Programmer
> Hybride Technologies
>
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM]On Behalf Of Mathieu Leclaire
> Sent: Wednesday, March 29, 2006 9:40 AM
> To: XSI(at)Softimage.COM
> Subject: RE: Particle C++ operator
>
> OK, thanks guys... I guess I'll just rewrite the forces from
> within the operator... at least this way, I can reuse the
> same code next time I have to do something similar so it's
> more work this time around but I'll be able to recycle it
> later on. Thanks for the info!
>
> Math
>
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM]On Behalf Of Raffaele Fragapane
> Sent: Tuesday, March 28, 2006 7:15 PM
> To: XSI(at)Softimage.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
> > emissions... 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
> > --
> >
> >-------------------------------------------------------------
> ----------
> >-
> >
> >No virus found in this incoming message.
> >Checked by AVG Free Edition.
> >Version: 7.1.385 / Virus Database: 268.3.2/294 - Release Date:
> >3/27/2006
> >
> >
>
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