Re: Particles or cards for crowd?

Date : Fri, 04 May 2007 15:21:33 +0200
To : XSI(at)Softimage.COM
From : Andy Jones <andy(at)thefront.com>
Subject : Re: Particles or cards for crowd?
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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