RE: Particle event problem...

Date : Thu, 20 Apr 2006 10:54:02 -0400
To : <XSI(at)Softimage.COM>
From : "Mathieu Leclaire" <mleclair(at)hybride.com>
Subject : RE: Particle event problem...
I'm not sure you got my reply that I sent to you personally and I may be too
late here but send me your scene at mleclair(at)hybride.com and I'll see what I
can do. I'm sure it's a pretty simple solution but I need to take a look at
your scene and see how it's set up. Plus we'll be sure that the solution
will work in your scene and avoid me to try and reproduce what you are
doing. And don't worry about paying! It shouldn't take too long to fix
something like that!


Mathieu Leclaire
R&D Programmer
Hybride Technologies

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf Of
Dan Yargici
Sent: Thursday, April 20, 2006 4:51 AM
To: XSI(at)Softimage.COM
Subject: Re: Particle event problem...

Hi Guys,

I'm still in a bit of a sticky situation here, I have around 500 fish so
I really don't want to be plotting them all and using up-vectors (right
now I've begrudgingly resigned myself to the fact that I have to)... and
I have to integrate these into a shot this evening...

Anyone? Please?.... Pretty Please?

I would even be willing to pay right now.... I'm serious.... What does
one hour of scripting cost around here?  ;)

Cheers,

DAN

Dan Yargici wrote:

> Hi Mathieu,
>
> Thanks for your help, it's *really* appreciated... :)
>
> Right now I'm not using any deformations, just 1 goal and 1
> turbulence. :)
>
> What I'm trying to do here is achieve the Finding Nemo school of fish
> effect where they form into various shapes/formations.
>
> Here is where I am now:
> http://www.danyargici.com/MEDIA/MOVIES/fish_school_anim_test.mpg
>
> The problem, as you can see, is that some of my fish currently swim on
> their sides at various points of the animation.  Now, these are just
> low-poly stand-ins; if I use the real fish, with larger fins and all
> the rest, this becomes *very* noticable.  What I really need is the
> result I get with 'Align on velocity' switched on, just with an up
> vector.  At first I thought I might be able to use a particle event to
> correct the rotations, but this is always overridden by the 'Align on
> velocity'.
>
> The trouble is, I noticed this after the clients started jumping with
> joy and patting me on the back because they were so happy with where
> it was going..... doh!
>
> Like I said, any help you can offer, even just a hint, would be
> *hugely* appreciated.
>
> Cheers,
>
> DAN
>
> Mathieu Leclaire wrote:
>
>> Are your particles deformed by a curve? Because I think that if it's the
>> case, the scripted event will be called before the curve deformation
>> which
>> means the velocity is the one before the curve deformation is
>> called... you
>> can use something like this if you want where "Set oCrv =
>> Dictionary.GetObject("crvlist")" is where your script extracts the
>> curve so
>> just change "crvlist" by the name of your curve. I'm assuming here
>> that your
>> particles are shooting straight up on emission starting at Y=0 and
>> that's
>> why on "EvaluateCurveAt( oCrv , aPtPos(1,i)/oCrvL, True, posx, posy,
>> posz,
>> tanx, tany, tanz, normx, normy, normz )" I do "aPtPos(1,i)/oCrvL" which
>> divides your particle Y value by your curve's length which gives me the
>> percentage of the particle on the curve and from there I can extract the
>> tangency of the curve at that percentage which gives you the correct
>> velocity direction after the deformation.
>>
>>
>>
>
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