Maya Particles.. My thoughts. 2005-05-06 - By Aloys Baillet
Back And if you apply a compiled operator on a particle cloud, the ParticleOp is automatically removed from the stack... Really bad...
On 5/6/05, kim aldis <kim@(protected)> wrote: > > > > > -- --Original Message-- -- > > From: owner-xsi@(protected) > > [mailto:owner-xsi@(protected)] On Behalf Of Andre DeAngelis > > Sent: 05 May 2005 20:24 > > To: XSI@(protected) > > Subject: RE: Maya Particles.. My thoughts. > > > > From my limited understanding of scripting, and some comment > > I've read from Kim Aldis, there are limitations with particle > > scripting in XSI. > > > > It would be nice to apply scripted ops to particles but at > > this stage, this doesn't appear to be possible. Scripted > > events are the only option we really have to control particle > > behaviour but even then, you run the risk of dependancy cycles. > > > > You can, in fact, apply scripted ops to particles but they're quite > limited > for applying forces because the op is applied to the base dynamics at each > frame but discarded from the cache. The upshot of this is that your > changes > to position are lost at each iteration and that's not what you want for > forces. If it weren't or that, scripted ops would be perfectly valid for > building custom forces. On the other hand, scripted events don't suffer > from > this limitation but, as you say, you run the risk of cycles and there's no > good, easy mechanism for introducing other objects into the event; they > have > to be hard-coded into the event. So near and yet so far. > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
-- Aloys Baillet - Character TD @ Animal Logic
And if you apply a compiled operator on a particle cloud, the ParticleOp is automatically removed from the stack... Really bad...<br><br><div ><span class="gmail_quote">On 5/6/05, <b class="gmail_sendername">kim aldis</b> <<a href="mailto:kim@(protected)">kim@(protected)</a>> wrote: </span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><br><br>> ---- -Original Message-- --<br>> From: <a href="mailto:owner-xsi@(protected)"> owner-xsi@(protected)</a><br>> [mailto:<a href="mailto:owner-xsi@(protected) .COM">owner-xsi@(protected)</a>] On Behalf Of Andre DeAngelis<br>> Sent: 05 May 2005 20:24<br>> To: <a href="mailto:XSI@(protected)"> XSI@(protected)</a><br>> Subject: RE: Maya Particles.. My thoughts.<br>> ;<br>> From my limited understanding of scripting, and some comment<br>> I 've read from Kim Aldis, there are limitations with particle<br> > scripting in XSI.<br>><br>> It would be nice to apply scripted ops to particles but at<br>> this stage, this doesn't appear to be possible. Scripted<br>> events are the only option we really have to control particle <br>> behaviour but even then, you run the risk of dependancy cycles.<br>> ;<br><br>You can, in fact, apply scripted ops to particles but they're quite limited<br>for applying forces because the op is applied to the base dynamics at each <br>frame but discarded from the cache. The upshot of this is that your changes <br>to position are lost at each iteration and that's not what you want for<br >forces. If it weren't or that, scripted ops would be perfectly valid for <br>building custom forces. On the other hand, scripted events don't suffer from<br>this limitation but, as you say, you run the risk of cycles and there's no<br>good, easy mechanism for introducing other objects into the event; they have <br>to be hard-coded into the event. So near and yet so far.<br><br>---<br >Unsubscribe? Mail <a href="mailto:Majordomo@(protected)">Majordomo@(protected) .COM</a> with the following text in body:<br>unsubscribe xsi<br></blockquote> </div><br><br><br>-- <br>Aloys Baillet - Character TD @ Animal Logic
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