Apples and Oranges, Tim
Move on, nothing to see here.
> -------Original Message-------
> From what I understand, 4.0 supports custom mR shaders
> for hair primitives, Greg. That´s only from reading through
> the documentation, which made me believe it could help you.
>
> No plug.
>
> tim
>
>
> ----- Original Message -----
> From: "Greg Smith" <greg(at)stanwinston.com>
> To: "XSI_MailingList" <XSI(at)Softimage.COM>
> Sent: Thursday, May 25, 2006 1:51 AM
> Subject: Re: [scripting] hair geometry
>
>
> > My question is more geared towards the actual hair primitive object and
> > its subcomponents in XSI, and really has nothing to do with Shave.
> >
> > On Thu, 2006-05-25 at 01:33 +0200, Tim Leydecker wrote:
> >> I hope this e-mail won´t get lost for being Maya centric regarding
> >> shave&haircut as it´s still pretty much a mR implementation thing:
> >>
> >> http://www.joealter.com/newSite/trial.htm
> >>
> >> Has a Shave&haircut 4.0 public beta - for Maya.
> >> The changes should show up in XSI sooner or later.
> >>
> >> Cheers
> >>
> >> tim
> >>
> >> P.S: Haven´t touched it yet.
> >>
> >>
> >>
> >>
> >> ----- Original Message -----
> >> From: "Greg Smith" <greg(at)stanwinston.com>
> >> To: "XSI_MailingList" <XSI(at)Softimage.COM>
> >> Sent: Thursday, May 25, 2006 12:29 AM
> >> Subject: [scripting] hair geometry
> >>
> >>
> >> > Okay so I cracked my knuckles, and started to get into the nuts and
> >> > bolts of the hair geometry primitive and so far I am a little
> >> > frustrated. Maybe its because I am still a little wet behind the ears
> >> > when tinkering with the internals of xsi, I don't know.
> >> >
> >> > So down to the nitty gritty. Using python, I am trying to get access at
> >> > components of hair geometry object. one of the things I am having an
> >> > issue with is finding a direct method in finding the total amount of
> >> > guide hairs live on the hair object. Thus far I haven't found a direct
> >> > method. The only thing I have come up with so far is dividing the total
> >> > number of points found in the hair object by the total amount of points
> >> > found in a guid hair. This gives me the appropriate number, but I would
> >> > prefer something a little more elegent.
> >> >
> >> > Is there any way to grab the 2d array index of a point using the object
> >> > model?
> >> > when I select a point on one of the guide hairs, I get this line in the
> >> > history log.
> >> >
> >> > Application.SelectGeometryComponents("Hair.pnt[(27,3)]")
> >> >
> >> > However I don't want to use a string argument, I'd much rather use an
> >> > object method, however when I try, I can't figure out how to access a
> >> > point component in that method. I can gain access of a point by index
> >> > number from the pointcollection using the code below.
> >> >
> >> > xsi = Application
> >> > hr = xsi.ActiveSceneRoot.FindChild('Hair')
> >> > ohair = hr.ActivePrimitive.Geometry
> >> > oPnts = ohair.Points
> >> >
> >> > I tried appending .SubComponent to oPnts and work from there, but I
> >> > can't figure out where I am supposed to proceed.
> >> >
> >> > any Ideas?
> >> >
> >> > Thanks,
> >> >
> >> > Greg
> >> >
> >> >
> >> >
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