Re: [scripting] hair geometry

Date : Thu, 25 May 2006 00:21:51 +0000
To : XSI(at)Softimage.COM
From : "brad" <brad(at)cg-soup.com>
Subject : Re: [scripting] hair geometry
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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>  >>
>  >>
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