Re: offsetting particle player

Date : Fri, 28 Sep 2007 11:18:51 -0400
To : XSI(at)Softimage.COM
From : "Kris Rivel" <krisrivel(at)gmail.com>
Subject : Re: offsetting particle player
Cool, thanks.

On 9/28/07, Vincent Fortin <vincent.fortin(at)ubisoft.com> wrote:

No point count change allowed otherwise you get a crash.

I'd only recommend the plot way for Matrix-style timewarps which are pretty much impossible to do otherwise in XSI.

 

If you decide to use the standard way of offsetting cloud anim, this little script might help you change the file paths in batch…

 

// get the curent selection

var oSel = selection;

 

// for each clound in the selection

for(i=0; i<oSel.Count; i++){

 

    // go get the desired parameter

    var oPath = oSel(i).ActivePrimitive.NestedObjects("ParticlesOp").Parameters("filepath");

 

    // increment the filename by 1

    oPath.Value = oPath.Value + i;

}

 


From: owner-xsi(at)Softimage.COM [mailto: owner-xsi(at)Softimage.COM] On Behalf Of Kris Rivel
Sent: Friday, September 28, 2007 9:39 AM
To: XSI(at)Softimage.COM
Subject: Re: offsetting particle player

 

Hmm...ok.  These techniques don't sound too friendly when I need maybe 50 or 60 duplicates.  I was hoping to avoid renaming any particle files.

Does plotting the shape work in a case where the particles emit, then stop at some point but remain alive for the entire sequence?

Kris

On 9/28/07, Vincent Fortin <vincent.fortin(at)ubisoft.com> wrote:

I find it easier to just animate everything in Local time, duplicate the cloud a couple of times and Offset the Time Reference on each of them.

Make sure you change the cache filename for each cloud since a new cache will be written for each of them.

 

For the records I had success with plotting to shape the whole cloud as long as the particle count remains the same all along the sim.

The best way to ensure that the particle count is not changing is to create a cloud from Initial State and make sure you're not emitting any more particles in the emission tab. Then in the mixer it is possible to offset and scale the animation as long as you stick to some rules. I can explain those if you're interested in that technique… errr ahem… workaround J

 

Vincent

 


From: owner-xsi(at)Softimage.COM [mailto: owner-xsi(at)Softimage.COM] On Behalf Of Robert Chapman
Sent: Friday, September 28, 2007 5:09 AM
To: XSI(at)Softimage.COM
Subject: Re: offsetting particle player

 

yes, copy the .ptp files to another folder, renumber them, voila!

On 27/09/2007, Kris Rivel <krisrivel(at)gmail.com > wrote:

Anyone know a way to offset a particle sequence with the particle player?  I don't know if this is even possible without a PHD in programming but I was just curious if there's a straight forward way to do this with xsi's built in tool set or something like point oven.  I basically have a short instanced particle sim that I won't to duplicate and offset many times.  Thanks.

Kris

 

 



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