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Running scripts are slow - newbie

Running scripts are slow - newbie

2005-05-23       - By Jeff McFall

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Thanks again,
Im going to try to put this together tonight
Lots of new ground here, Ill probably be back with more questions

Jeff

-- --Original Message-- --
From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of kim
aldis
Sent: Monday, May 23, 2005 5:11 PM
To: XSI@(protected)
Subject: RE: Running scripts are slow - newbie

Here's another tip:

For I = 1 to 1567

Is a bit specific and you probably had to go to work on the scene to figure
that number out. Try something like this instead, which should ease you into
the OM gently by relieving you of a selectobj at the same time:-



set oColl = createobject( "XSI.Collection" )

' wild card select of everything cube!!!
oColl.Items = "Cube*"

for each oCube in oColl
 
    logmessage oCube
 
next

-- --Original Message-- --
From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of
Bernard Lebel
Sent: 23 May 2005 20:55
To: XSI@(protected)
Subject: Re: Running scripts are slow - newbie

First of all, I you have 1500 objects, you may not want to print their name.
Each time you log a message it ads to the execution time. On a small bunch of
object it doesn't matter that much, but on longer lists it may affect execution
time significantly. If you really want a log message to show progress you may
print such message only once every 10 or 100 objects. Only when the script is
giving you troubles you will force it to print every object.

Now Kim is 100% right, using the object model instead of the command model will
make your scripts enormously faster. In fact, do not pretend you know scripting
until you use the object model (or at least know how to use it!)
;-)

So lets's look at the various of your script... (see [Bernard] below)


Jeff McFall wrote:

>CreateImageClip " .... \VIDEO_ELEMENTS\Mosaic_test_mdb\Pictures\relief.pic"

>
>SelectObj "Clips.relief_pic"
>
>set oImageClip = Selection(0)
>set oImage = oImageClip.GetImage
>
>
>for i = 1 to 1567
>
>
>SelectObj("cube" & i)
>
>'   show where we are
>logmessage i
>  
>
[Bernard] Remove this logmessage, as explained above.

>xPos = Selection(0).posX.Value
>yPos = Selection(0).posZ.Value
>
>
>     xImagepos = CInt(720 - (xPos*100))
>     yImagepos = CInt(540 - (yPos*100))
>    
>
>       set oPixelColor = oImage.GetPixel (xImagepos ,
yImagepos)  
>      
>       ApplyShader "Phong"
>      
>    
>       SetKey obj & ".Material.Phong.Diffuse.red", 91 ,
oPixelColor.Red
>       SetKey obj & ".Material.Phong.Diffuse.green", 91 ,
oPixelColor.Green
>       SetKey obj & ".Material.Phong.Diffuse.blue",  91 ,
oPixelColor.Blue
>      
>       SetKey obj & ".Material.Phong.Ambient.red",  91 ,
oPixelColor.Blue
>       SetKey obj & ".Material.Phong.Ambient.green", 91 ,
oPixelColor.Blue
>       SetKey obj & ".Material.Phong.Ambient.blue", 91 ,
oPixelColor.Blue
>  
>
[Bernard] There is a way to replace the set key commands. First, apply an
fcurve to the parameters you wish to keyframe. The AddFCurve() method will
return a FCurve object. Now use that object to add keyframes, with the AddKey()
method.
The AddKey() entry in the docs have a good example of how to do these two
things.

>      
>            
>       height = ((oPixelColor.Red + oPixelColor.blue +
oPixelColor.green) * 1.5)
>       size = (oPixelColor.Red + oPixelColor.blue +
oPixelColor.green)
>      
>    
>       SetKey  obj & ".kine.local.posy", 91, height
>        
>      
>       SetKey  obj & ".kine.local.sclx", 91 , size
>       SetKey  obj & ".kine.local.scly", 91 , size
>       SetKey  obj & ".kine.local.sclz", 91 , size
>
>      
>next
>  
>
[Bernard] The same applies. Instead of setting keys onto the transformation of
the object, you should add fcurves and use addkey().


Cheers
Bernard

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