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