Re: [scripting] hair geometry
| Date : Mon, 29 May 2006 22:35:21 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: [scripting] hair geometry |
It´s o.k. I´m just a damn idiot. Ouch.
"Hmmm, idiots..."
Cheers
tim
P.S: It takes a couple of months for any of the latest films&series to show up here, either in german television or on rental.
If you want, we have Futurama season 1, Captain America, some Simpson tapes and lately added RoboMan (starring Captain America actor, forgot his name) I could look your quotes up from. Just give me some time to write it down...
----- Original Message ----- From: "brad" <brad(at)cg-soup.com>
To: <XSI(at)Softimage.COM>
Sent: Monday, May 29, 2006 10:22 PM
Subject: Re: [scripting] hair geometry
Sorry if I upset you, Tim. It wasn't my intention, and it hasn't been my history, especially when someone is trying to be helpful.
I was trying to nudge the thread back in the direction the poster was asking (I sit next to him, so I have some insight there), and I quoted a South Park character that, I guess, isn't as ubiquitous as I thought.
Next time, I'll quote someone from the Simpsons instead.
-Brad
-------Original Message------- 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 >>> >> > >>> >> > >>> >> > >>> >> > --- >>> >> > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text > in body: >>> >> > unsubscribe xsi >>> >> > >>> >> >>> >> >>> >> --- >>> >> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in > body: >>> >> unsubscribe xsi >>> > >>> > >>> > --- >>> > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in > body: >>> > unsubscribe xsi >>> > >>> >>> >>> --- >>> Unsubscribe? 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- Re: [scripting] hair geometry
- From: "brad" <brad(at)cg-soup.com>
- Re: [scripting] hair geometry
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