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instance models and animation clips

instance models and animation clips

2005-02-21       - By Alan Jones

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hmmmmm - interesting idea. Though I'm not sure how much benefit you'd
get. Would need some more thinking. Though you could speed up
performance in XSI by using a geoshader in combination with a .mi file
sequence. Might give some pluses on the mr side too seeing they'd only
be loaded in when the bounding box was hit.

Cheers,

Alan.


On Mon, 21 Feb 2005 14:07:34 -0800, Graham D Clark
<mailgrahamdclark@(protected)> wrote:
> cool idea Alan, and I wonder if like using a geo shader, offset some
> of the motion at the mr stage instead of in XSI?
>
>
> On Mon, 21 Feb 2005 18:53:06 +0000, Alan Jones <skyphyr@(protected)> wrote:
> > If you made a plugin that attached userdata to each instance which was
> > passed to mental ray you could access that userdata in a shader and
> > use that information on the material of you model to change the color
> > randomly based on the particle ID/speed/whatever you want.
> >
> > Cheers,
> >
> > Alan.
> >
> >
> > On Mon, 21 Feb 2005 17:44:35 -0000, kim aldis <kim@(protected)> wrote:
> > > sure, but then it wouldn't be an instance, it'd be a clone and you'd lose
> > > all the advantages of an instance in terms of performance.
> > >
> > > You might want to think about breaking your instances down into sets of
> > > instances. For example, a model that's composed of a legs instance, a bike
> > > instance, a body instance .... It doesn't make the problem go away but it
> > > ups the number of possible permutations.
> > >
> > > Als remember that straight instances aren't that efficient because you're
> > > using models. For my money directing the whole thing through particles is
> > > the current best way to go. You'll at least double the number of instances
> > > you can get in a scene
> > >
> > >
> > > __ ____ ____ ____ ____ ____ ____
> > > From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
Of
> > > Gerbrand
> > > Sent: 21 February 2005 08:46
> > > To: XSI@(protected)
> > > Subject: Re: instance models and animation clips
> > >
> > > Thanx...That's what I've been doing in the meantime... It would be nice if
> > > you could at least offset the animation a bit
> > > -- -- Original Message -- --
> > > From: kim aldis
> > > To: XSI@(protected)
> > > Sent: Friday, February 18, 2005 6:53 PM
> > > Subject: RE: instance models and animation clips
> > >
> > > you don't. An instance is exactly that, an exact copy of it's master, no
> > > changes, either in material or animation. Only overal transform of the
> > > instance can be changed. If you want variation then make several masters
and
> > > randomly instance those. Particles are excelent for doing this if you can
> > > work in a mechanism for controling them in a non-particle way.
> > >
> > >
> > > __ ____ ____ ____ ____ ____ ____
> > > From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
Of
> > > Gerbrand
> > > Sent: 18 February 2005 09:02
> > > To: XSI@(protected)
> > > Subject: instance models and animation clips
> > >
> > > How do you go about putting different actions on a instance model of a
> > > character
> > >
> > > I have to create about 50 cyclists cycling in a mountain pass, what I
would
> > > like to do is to have 50 instance models in the scene but give them all
> > > different animation clips, But it seems like they can only inherit the
> > > animation from the original.
> > >
> > > Is there a way to get around this??
> > >
> > > G
> > ---
> > Unsubscribe? Mail Majordomo@(protected) with the following text in body:
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> >
>
> --
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> http://www.grahamdclark.com
> TD general Omation
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