Yeah, I might have to do this with one ptype. I got it working with a
Python scop and one ptype, but now XSI goes "poof" every time I try to
run the scop with more than 1 ptype.
- Andy
Vincent Fortin wrote:
You can use SpriteIndex to increment your sprite sequence and do the
whole thing with one particle sprite only.
The reason your sketched particle are not simulating is because they
need an initial state (sketched particles don't have a ParticlesOp).
If you're allowed, I'd be interested to see the result!
Vincent
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Andy Jones
Sent: Friday, May 04, 2007 3:29 AM
To: XSI(at)Softimage.COM
Subject: Particles or cards for crowd?
Hey,
I'm trying to do a simple test with a crowd of "card" people. I.e., I
want to be able to create a whole bunch of 2D grids in my scene that
orient straight up, but with an up-vector to the camera, and have
randomized offsets in the sequence of images serving as the texture.
That way, it won't be as noticeable when the same person is used
multiple times, as their motion won't sync up.
I've managed to make a particle cloud with PEvent scripts that deal with
the orientation properly. But now I'm finding it difficult to sketch
particles to place them where I want them and have them still be
effected by the script. Only the simulated particles seem to have the
event applied. Is there a way around this?
If not, is there a way to do a randomized retiming of the texture
sequence within a shader without having to create a bajillion different
materials? If so, I could do this with standard 3D objects...
- Andy
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