Re: Particles to RBDs...

Date : Tue, 02 Jan 2007 15:09:25 -0500
To : XSI(at)Softimage.COM
From : Kris Rivel <krisrivel(at)gmail.com>
Subject : Re: Particles to RBDs...
You know, speaking of this....wouldn't it be great to have ONE place to get all the latest greatest stuff? I know we have XSIbase and XSInet but neither seem to be constantly up to date and you often find one thing in one library that isn't in the other....not to mention things like dead links and the occasional kick-a$$ tool like Brad's plot particle script which I don't think are on either library.

Kris

Bradley Gabe wrote:
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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