Re: [scripting] hair geometry

Date : Sat, 27 May 2006 19:03:23 +0200
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: [scripting] hair geometry
Hey Wayne,

didn´t wanted to start a fight or something, had just figured it
a good time to get that apology out the door. I´m awake for
so long now, I really need no extra hassle...or harmed feelings.

Cheers, next one is mine.

tim




----- Original Message ----- From: "Wayne " <w1343(at)comcast.net>
To: <XSI(at)Softimage.COM>
Sent: Saturday, May 27, 2006 6:40 PM
Subject: RE: [scripting] hair geometry



Nah, Brad is a big teddy bear......that devours kittens every once in
awhile. ;-) Think all he meant was that the help you were trying to give
wasn't really addressing Greg's question.


-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Tim Leydecker Sent: Saturday, May 27, 2006 9:36 AM To: XSI(at)Softimage.COM Subject: Re: [scripting] hair geometry

Apples and Oranges, Tim

Move on, nothing to see here.

I must apologize to Greg. I felt spoken down to, which is something I don´t like much in general, especially if I´m only trying to help.

Could be my link seemed randomly taken from
just a glance, in a way it was, as I thought it´s still
about getting an overview about what´s going on
with hair. I would have also mentioned worley labs
but they seem to be lightwave only, but I don´t know.

Whatever.

Sorry Greg in case you where just trying to point
out what you´re up to. I would have done this earlier
allready but I forgot about it...

Cheers

tim

P.S: In a way, what I *really* don´t like is this.

Apples and Oranges, Tim

Move on, nothing to see here.

Probably due to my english not being my mothers tongue, this really sounds more like, shut up and p. off. I may be wrong, I´ll know until I see a face :-)


----- Original Message ----- From: "brad" <brad(at)cg-soup.com>
To: <XSI(at)Softimage.COM>
Sent: Thursday, May 25, 2006 2:21 AM
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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