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
> >>> >> >
> >>> >> >
> >>> >> >
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