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Brad keeps half an eye on this list but he may still be
vacationing. If he passes by me I’ll rebound him in your direction.
From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Meng-Yang
Lu
Sent: 02 January 2007 12:36
To: XSI(at)Softimage.COM
Subject: Re: Particles to RBDs...
Hmmm, I forgot the CGS site
went bye-bye. Anyone know where else I can download it?
On 1/2/07, Meng-Yang Lu < ntmonkey(at)gmail.com> wrote:
Oh sweetness. I'll give that a shot!
Thanks,
-Lu
On 1/2/07, Morten Bartholdy
< xsi(at)colorshopvfx.dk >
wrote:
I
just got my head around it - you can use Bradley Gabes Particle Plot tool to
get animated objects spewed out using particles - no instances. Then go on
and make them RBD and use initial velocity for the RBD.
Morten
Bartholdy
3D & VFX Artist
-----
Original Message -----
Sent: Tuesday, January 02,
2007 12:42 PM
Subject: Re: Particles to
RBDs...
That's exactly what I need it
to do. I did think of instanced particles initially, but I'd figure
duplicating an object, matching the position and initial velocity would be a
much easier problem to solve than converting an instance to an RBD. I
could then cull the geometry when I reset the simulation. Particle event
scripting won't let me duplicate an object based on emission. It's not
part of that elite subset of commands that's shared between pEvent scripts and
SCOPs. It lets me get in one or two objects before it crashes. Now
I'm trying to find another way.
I'm open to suggestions in either getting around the pEvent scripting aspect,
or converting an instance to RBD. Final output really does need to be RBD
since I need to have the interaction between the ones lying there and the ones
falling on top of the pile.
-Lu
On 1/2/07, Kim Aldis <XSI(at)kim-aldis.co.uk>
wrote:
It would, wouldn't it.
Would be nice to be able to shoot 300
instanced particles off and convert them to RBD's right after emission...
Morten Bartholdy
3D & VFX Artist
----- Original Message -----
Sent: Tuesday, January 02, 2007 11:23 AM
Subject: RE: Particles to RBDs...
Hi List,
Try again now that servers are back up. First email bounced back.
Let's say I need to shoot out 3000 pink horses out of a hose,
[kim aldis]
What strange lives we lead.
and I need them to land in a pile as they would appear if that were to
actually happen in real life, can I do this in XSI?
[kim aldis]
You can get them out of the
house easily enough by just squirting particles out the hose and using particle
instances. Getting the heap up, will be a bit tougher. Off the top of my
head, animate a patch as a base for the increasing size of pile then use a
particle collision event to swap in static horses as the moving ones hit the
patch. It'll be fiddly but doable.
--
Meng Yang Lu
Rigging/FX TD
Sony Cinematic Solutions Group
--
Meng Yang Lu
Rigging/FX TD
Sony Cinematic Solutions Group
--
Meng Yang Lu
Rigging/FX TD
Sony Cinematic Solutions Group
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