Maya Particles.. My thoughts. 2005-05-06 - By Vince Fortin
Back Ouch really? By the way Aloys (and others), sorry for the basic question but how do you guys work with compiled ops ? I mean, does the operator runs through indexes or does it allow access to per-particle data like Ids? Can you provide examples of custom ops you have developed? I've always been under the impression that parsing cloud vertexes is a bad workflow because of the indexes being re-injected into the simulation making them kind of hard to track... Personally pEvents fill my needs, maybe somebody needs to open my eyes =p
Vincent
On 5/6/05, Aloys Baillet <aloys.baillet@(protected)> wrote: > 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
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