Thanks Helge... you're a star!
I managed to get around my flipping back issue by scaling the falloff
null into position and leaving it there instead of translating it. Fine
for my problem, but your simulation method is a far more flexible
solution.
Cheers
Phil
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Helge Mathee
Sent: 25 October 2007 13:41
To: XSI(at)Softimage.COM
Subject: RE: MT_MG: Motiongraphics particle rotation question
use this JScript to create a scene like that... and just hit playback.
NewScene(null,null);
apply_mt_mg_gen_grid();
CreatePrim("Cube", "MeshSurface", null, null);
SetValue("cube.name","mt_mg_cube");
SetValue("mt_mg_cube.cube.length", 1, null);
CreateGroup();
SetValue("group.name","mt_mg_group");
Scale("mt_mg_cube.pnt[*]", 1, 0.2, 1, siAbsolute, siPivot, siObj, siY,
null, null, null, null, null, null, null, 0, null);
ms_xsiRTInstanceDisplay_mt_mg_apply("mt_mg_cloud_grid,mt_mg_group");
SelectObj("mt_mg_cloud_grid", null, null);
apply_mt_mg_sim_base();
SetValue("mt_mg_cloud_grid.cloud.mt_mg_sim_base_0.vel_drag", 0.75,
null);
SetValue("mt_mg_cloud_grid.cloud.mt_mg_sim_base_0.ang_drag", 0.75,
null);
apply_mt_mg_sim_implicit();
SaveKey("falloff_mt_mg_sim_implicit.kine.local.posx", 1, -10, null,
null, false);
SaveKey("falloff_mt_mg_sim_implicit.kine.local.posx", 100, 10, null,
null, false);
SetValue("PlayControl.Key", 100, null);
SetValue("mt_mg_cloud_grid.cloud.mt_mg_sim_base_0.mt_mg_sim_implicit_0.r
ot", true, null);
SetValue("mt_mg_cloud_grid.cloud.mt_mg_sim_base_0.mt_mg_sim_implicit_0.r
ot_x_max", 20, null);
SetValue("mt_mg_cloud_grid.cloud.mt_mg_sim_base_0.mt_mg_sim_implicit_0.r
ot_x_min", 20, null);
SetValue("mt_mg_cloud_grid.cloud.mt_mg_sim_base_0.mt_mg_sim_implicit_0.p
os_y_min", 0.1, null);
SetValue("mt_mg_cloud_grid.cloud.mt_mg_sim_base_0.mt_mg_sim_implicit_0.p
os_y_max", 0.1, null);
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Helge Mathee
Sent: Thursday, October 25, 2007 8:33 AM
To: XSI(at)Softimage.COM
Subject: RE: MT_MG: Motiongraphics particle rotation question
you can for sure do that... the influencers (modifiers) work like
deformers, as soon as the deformer object leaves the region the
particles will go back to their original state.
however, if you use simulation, you can have them flip over and stay
there.
just use the same modifier, but below a simulation layer, and make sure
to slow down the particle a lot (either in the simulation base settings
or by using a slowdown force) and the particle will behave the way you
want them to behave.
this requires caching afterwards though, as you are dealing with
simulation.
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Phil Williams
Sent: Thursday, October 25, 2007 7:35 AM
To: XSI(at)Softimage.COM
Subject: RE: MT_MG: Motiongraphics particle rotation question
This is the exact problem I'm trying to overcome right now. Does anyone
have a solution? Will let you know if I come up with something.
Great plug-in by the way... thanks for releasing it.
Phil
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Rob Wuijster
Sent: 25 October 2007 11:17
To: XSI(at)Softimage.COM
Subject: MT_MG: Motiongraphics particle rotation question
Hi All,
I've been fiddling with Helge's new (wicked) plugin, and have a simple
question. It seems it's not possible to have a particle being "flipped
over" and stay there. The influence of the falloff will rotate it back
to the original state. E.g. rotate it 180dgr and back again, but I'd
like it to do a 180 and stay there.
I've been looking into the constraints, but so far I'm overlooking
something or it is not possible (yet).
Any tips from someone, or the man himself maybe ;-)
cheers,
Rob Wuijster
Glassworks Amsterdam
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