Salut Mathieu,
Have you tried to set the particle age limit to ( age - 1 ) ?
François
> De: "Mathieu Leclaire" <mleclair(at)hybride.com>
> Date: 2006/03/30 jeu. PM 02:50:26 GMT-05:00
> À: <XSI(at)Softimage.COM>
> Objet: RE: Particle C++ operator
>
> 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.
> >
> > 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?
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