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
andApples 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 objectears> 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 theaccess at>> > when tinkering with the internals of xsi, I don't know. >> > >> > So down to the nitty gritty. Using python, I am trying to getan>> > components of hair geometry object. one of the things I am havingof>> > issue with is finding a direct method in finding the total amountdirect>> > guide hairs live on the hair object. Thus far I haven't found atotal>> > method. The only thing I have come up with so far is dividing thepoints>> > number of points found in the hair object by the total amount ofwould>> > found in a guid hair. This gives me the appropriate number, but Iobject>> > prefer something a little more elegent. >> > >> > Is there any way to grab the 2d array index of a point using thethe>> > model? >> > when I select a point on one of the guide hairs, I get this line inan>> > history log. >> > >> > Application.SelectGeometryComponents("Hair.pnt[(27,3)]") >> > >> > However I don't want to use a string argument, I'd much rather usea>> > object method, however when I try, I can't figure out how to accessindex>> > point component in that method. I can gain access of a point byin body:>> > 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 >> > >> > >> > >> > --- >> > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following textbody:>> > unsubscribe xsi >> > >> >> >> --- >> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text inbody:>> unsubscribe xsi > > > --- > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text inbody:> unsubscribe xsi >
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