RE: Particle obstacle friction???

Date : Fri, 29 Sep 2006 11:48:34 -0400
To : <XSI(at)Softimage.COM>
From : "Mathieu Leclaire" <mleclair(at)hybride.com>
Subject : RE: Particle obstacle friction???
Hey... call me crazy but I find scripting particles one of the most fun task I do. Of course, I wouldn't mind a better particle engine as long as I can still have fun while scripting particles. ;-)

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf Of Morten Bartholdy
Sent: Friday, September 29, 2006 5:50 AM
To: XSI(at)Softimage.COM
Subject: Re: Particle obstacle friction???

Vince, if you enjoy scripting (XSI) particles I suggest you contact a physician immediately ;) - and call your mom too!!
 
I got it working, thanks Sebastien, and yes I learned something which expanded my particle capabilities here - and Mathieu, I can't agree more - this i s a very usefull list. I try and help keep it that way by giving advice whereever I can too.
 
Morten Bartholdy
3D & VFX Artist
 
 
----- Original Message -----
Sent: Thursday, September 28, 2006 7:51 PM
Subject: Re: Particle obstacle friction???

Point taken. You know, there's a rightful debate around artistic vs. scripting workflows in our industry that goes far beyond this thread. Programming is taking more and more space and I can easily understand the frustration of having to script your own features when your skills are more aimed toward the artistic aspect of the process. For some reason I got used to it to a point where I actually enjoy scripting particles even though I sincerly consider myselft more ish than td ;-)
I know from experience that the collision problem you have also happens in Maya. After all those years it's still there and the only trick most people use to go around that annoyance is to clamp the velocity. Sometimes, scaling up the whole scene will help making it less noticable.
Let's wait and see how things like this can be done more easily once we finally put our hands on the new particle system.
In the meantime, I'm glad you got your script to work and maybe the next time your client/sup asks you to turn those particles' colour to blue when they hit the ground then you'll know what to do because it's not beyond you anymore :-)
cheers

On 9/28/06, Morten Bartholdy <xsi(at)colorshopvfx.dk> wrote:
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

 


From: owner-xsi(at)Softimage.COM [mailto: owner-xsi(at)Softimage.COM] On Behalf Of Morten Bartholdy
Sent: September 27, 2006 8:56 AM
To: XSI(at)Softimage.COM
Subject: Re: Particle obstacle friction???

 

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).

 

MB

 

 

----- 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!

 

MB

 

 

 

----- 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?

 

Thanks!

 

 

Morten Bartholdy
3D & VFX Artist

 





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