I keep a full two eyes on the list. And an email should be forthcoming
for Lu.
If anyone else needs a copy of the plugin, you can find it available on
one of various web archives. For example:
http://web.archive.org/web/20051228124525/www.cg-soup.com/tools/
-Brad
> Brad keeps half an eye on this list but he may still be vacationing.
> If he passes by me Iâll 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 -----
>
>
> From: Meng-Yang Lu
>
>
> To: XSI(at)Softimage.COM
>
>
> 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.
>
>
>
> From: owner-xsi(at)Softimage.COM[mailto:owner-xsi(at)Softimage.COM]
> On Behalf Of Morten Bartholdy
> Sent: 02 January 2007 10:49
> To: XSI(at)Softimage.COM
> Subject: Re: Particles to RBDs...
>
>
>
>
> 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 -----
>
>
> From: Kim Aldis
>
>
> To:XSI(at)Softimage.COM
>
>
> Sent: Tuesday, January 02, 2007 11:23 AM
>
>
> Subject: RE: Particles to RBDs...
>
>
>
>
>
>
>
>
>
> From: owner-xsi(at)Softimage.COM[mailto:owner-
> xsi(at)Softimage.COM] On Behalf Of Meng-Yang Lu
> Sent: 02 January 2007 09:08
> To: xsi(at)Softimage.COM
> Subject: 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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