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Running scripts are slow - newbie

Running scripts are slow - newbie

2005-05-24       - By Jeff McFall

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I saw that advertised and was wondering about its quality, although just about
anything is useful to me at this point.

I think I would prefer a book to video, but I guess I should watch before I
judge.





-- --Original Message-- --
From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Dan
Yargici
Sent: Tuesday, May 24, 2005 5:40 PM
To: XSI@(protected)
Subject: Re: Running scripts are slow - newbie

Having just spent most of the day watching Helge's new 'Scripting in XSI'
release available at 3dtutorial, I can highly recommend it.  I had a big burst
of enthusiasm for scripting about 2 years ago, but then my workload kinda made
it stall (and even wither slightly too...), but I'm amazed at what a turbo
-boost to my knowledge, and more importantly, my understanding, an afternoon
watching this has given me.

If you're out there Helge/Joe - great work, five stars!

DAN
PS. Helge - totally off-topic and stupid, and apologies for hi-jacking this
thread Jeff, but in one of the videos (can't remember which - I'll look in the
morning) you forget to end a line with a ";" after you declare a variable...
but it doesn't throw any errors.  I noticed it and was waiting for your "oops,
just forgot to put that in there...."
comment when it failed to run, but it just... worked.  It's doubly confusing
because you have two other, almost carbon-copy lines right before it where you
do put one.  Bizarre.

Jeff McFall wrote:

>Well it took a bit longer than an evening ;) but I think Ive mostly made the
transition to the object model for at least parts of this.
>This is my first real XSI script let alone something using the OM so Im
>pretty happy with the results - that it even works) Ive learned a ton - thanks
to Kim and Bernard for their tips.
>
>In researching this I am prety sure there are some additional ways to
streamline this.
>Still takes about 4 minutes on my machine to do the 1500 odd objects.
>
>Much thanks
>
>Jeff
>
>
>
>CreateImageClip "...\Mosaic_test_mdb\Pictures\keith.pic"
>
>SelectObj "Clips.keith_pic"
>
>
>set oImageClip = Selection(0)
>
>set oImage = oImageClip.GetImage
>
>' set the keyframe #
>Tframe = 31
>
>set oColl = createobject( "XSI.Collection" )
>
>' wild card select of everything cube!!!
>oColl.Items = "Cube*"
>
>for each oCube in oColl
>    
>   selectObj oCube
>
>
>xPos = oCube.posX.Value
>yPos = oCube.posZ.Value
>  
>
>' objects X and Z positions must be within the bounds of the resolution
>of the image being used ' my example uses an image of 720 x 540
>
>     xImagepos = CInt(720 - (xPos*100))
>     yImagepos = CInt(540 - (yPos*100))
>    
>
>' read the texture and apply the material
>    
>
>       set oPixelColor = oImage.GetPixel (xImagepos , yImagepos)
>      
>       oCube.AddMaterial( "Phong")
>
>       Set oPhong = oCube.Material.Shaders( "Phong" )
>
>       set MatDifRed = oPhong.diffuse.red.AddFCurve()
>       set MatDifgreen = oPhong.diffuse.green.AddFCurve()
>       set MatDifblue = oPhong.diffuse.blue.AddFCurve()
>
>       MatDifRed.AddKey Tframe, oPixelColor.Red
>       MatDifRed.AddKey Tframe, oPixelColor.Green
>       MatDifRed.AddKey Tframe, oPixelColor.Blue
>
>       set MatAmbRed = oPhong.ambient.red.AddFCurve()
>       set MatAmbgreen = oPhong.ambient.green.AddFCurve()
>       set MatAmbblue = oPhong.ambient.blue.AddFCurve()
>
>       MatDifRed.AddKey Tframe, oPixelColor.Red
>       MatDifGreen.AddKey Tframe, oPixelColor.Green
>       MatDifBlue.AddKey Tframe, oPixelColor.Blue
>
>      
>      
>' lift them  
>  
>       height = ((oPixelColor.Red + oPixelColor.blue + oPixelColor.green) *
>1.5)
>      
>       set lift = oCube.posY.AddFCurve()
>       lift.Addkey Tframe, height
>      
>' size them    * I bet there is a way to do this with 1 command
>
>
>       size = (oPixelColor.Red + oPixelColor.blue + oPixelColor.green)
>      
>       set bigness = oCube.sclx.AddFCurve()
>       bigness.Addkey Tframe, size
>      
>       set bigness = oCube.scly.AddFCurve()
>       bigness.Addkey Tframe, size  
>      
>       set bigness = oCube.sclz.AddFCurve()
>       bigness.Addkey Tframe, size
>
>next
>
>
>
>
>
>
>
>
>
>
>
>
>
>-- --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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