I made a little function to select a hair cluster :
//the selected hair object
var oHair = Selection.item(0);
SelectHairCluster(oHair);
function SelectHairCluster(HairObject){
//Find the hair operator.
oEnum = new Enumerator( oHair.ActivePrimitive.ConstructionHistory );
for (;!oEnum.atEnd();oEnum.moveNext()){
//logmessage(oEnum.item().name)
if( oEnum.item().name == "Hair Generator Operator" ){
oOp = oEnum.item();
oEnumInPort = new Enumerator( oOp.InputPorts ) ;
for (;!oEnumInPort.atEnd();oEnumInPort.moveNext() ){
var oInPort = oEnumInPort.item
() ;
if(oInPort.GroupName == "Group_1"){
var oCluster = oInPort.Target2
}}}}
if(oCluster) SelectObj(oCluster);
}
Hope this help,
Cheers
--
Guillaume Laforge
freelance TD | cg Artist
On 5/31/06, Greg Smith <greg(at)stanwinston.com> wrote:
Is it possible or even probable to somehow have a script return the
cluster in which hair geometry was created from. I am trying to write a
function that interrogates the polymesh surface to find the vertice in
which each guide hair is emitted from. I have the proximity code working
however instead of marching through every vertex on polymesh, what I
want to do is only march through those found in the cluster which the
hair was created from.
I have a working model if I hardcode the cluster in a GetValue command.
However I'd much prefer if there was a way to abstract that data from
the hair itself, which as the moments go by, seems not likely, Yay.. :-|
Greg
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