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I fully undeerstand what you are saying Vince. My
point is, the simpler stuff should be under the hood, driven by buttons like
particle speed, collision and rotations are. I don't think it is too much to ask
to have collisiopns and frictions affect rotations and activated by a tick box
or slider. For future revisions I would definately prefer a system which is
robust and very widely capable, but requires a bit of TD'ing to do complex
stuff, though simple stuff like this ought not require creation of general
events and insertion of code, even if one line can do it.
I have used particles quite a lot (without having
to script) and know my way around most of the stuff, but still run in to
problems like this, where the only answer is to do some or even very little
scripting to get it done, and I still don't have time to take from production
and sit down and learn scripting.
- Morten
----- Original Message -----
Sent: Wednesday, September 27, 2006 6:13
PM
Subject: Re: Particle obstacle
friction???
Hope you didn't get me wrong, I'm not saying the procedure
should be trivial for the first time, I understand scripting is not appealing
for eveyone. However we're likely to deal with problems like this all the
time and because of the procedural nature of particle animation, it'd be
impossible to have an interface designed for each particular task. If I was
you I'd give a try at what Sebastien wrote, it's step-by-step. I haven't
tested it though, I can't tell if it'll work but if the logic makes sense to
you -I'm sure it does-, you'll get to solve any problem. Otherwise, your
expectations regarding XSI's new particle system might too high.
On 9/27/06, Morten
Bartholdy <xsi(at)colorshopvfx.dk> wrote:
Vince, this is just because you have your head
well around the P-system already and TDish stuff appears to be second nature
to you. To me, being a generalist having to do all sorts of tasks, it would
be wonderful to be able to script even simple stuff like this, but I never
have the time to sit down and find out how. I need the software to be
designed to make simle things like this easy, meaning built in button
functionality - not scripting, however simple.
- Morten
-----
Original Message -----
Sent:
Wednesday, September 27, 2006 4:30 PM
Subject:
Re: Particle obstacle friction???
Better? Chances are that even if they do, you'll have to
deal with the same logic challenges. Give it a try, it can't be easier
to do with nodes anyways ;-)
On 9/27/06, Morten
Bartholdy < xsi(at)colorshopvfx.dk
> wrote:
Thanks Mac, I understand what you are
saying but I am afraid that is beyond me. I wish Softimage would release
a better P system soon...
- Morten
-----
Original Message -----
Sent:
Wednesday, September 27, 2006 3:08 PM
Subject:
RE: Particle obstacle friction???
I might have
a solution but it involves a little scripting…
Don't have
time to check it out right now but use the user parameter option in
the ptype ppg. Essentially create a custom user parameter call
it particle_hit_floor. Once the particle hits the floor set the value
of the user parameter, example: particle_hit_floor =30 and store the
particle rotation values. Now you can have a loop that runs and sets
the rotation to the stored values if the particle_hit_floor param =
30. or something like that…
MAC
Now if only there also was
a mechanism built in to make them stop rotating when they lie still
(one that doesn't require scripting that is).
----- Original Message
-----
Sent:
Wednesday, September 27, 2006 2:39 PM
Subject:
Re: Particle obstacle friction???
How stupid of me to not
htink of adding friction to the particles
too...
Now everything works
just fine - thanks Peter!
----- Original Message
-----
Sent: Wednesday, September
27, 2006 1:48 PM
Subject: Re: Particle obstacle
friction???
just to mak sure: you
need friction on both the obstacle and the particles (ptype >
environment > below all the forces.)
usually I put friction
to 1 on the obstacle and then tweak the ptype friction to get what
I want.
also try "use particle
size for collision" to see which works best for your
case.
no need to mess with
accuracy or collision type, or rbd's
----- Original
Message -----
Sent: Wednesday,
September 27, 2006 1:17 PM
Subject: Particle obstacle
friction???
I have done a
particle animation where particles hit the ground and are
supposed to bounce a bit and then stop. I have increased
coliision friction to almost 100% but the particles still slide
along the ground after impact. Any ideas on how to get it
working? Upping the collision accuracy, B-plane, b-box or actual
shape - doesn't matter.
I know, last resort
is to plot and edit fcurves after impact but that kind of sucks.
I have even considered RBD but would like to know if I can get
the particle solution working before spending the extra
time?
Morten
Bartholdy 3D & VFX Artist
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