I wonder what would be the most efficient way to pile up leaves to themselves?
Riggid bodies are very slow.
Search found 14 matches
- 04 Jan 2012, 14:32
- Forum: ICE
- Topic: Stopping Particles
- Replies: 9
- Views: 2011
- 15 Dec 2011, 14:54
- Forum: ICE Compounds
- Topic: New Grass
- Replies: 18
- Views: 15498
Re: New Grass
Simple wave like wind emulation motion would be nice indeed. Like the fake dynamics what hair has when doing grass.
- 17 Oct 2011, 16:11
- Forum: ICE
- Topic: Point all vectors to same direction
- Replies: 13
- Views: 1583
Re: Point all vectors to same direction
I came to the other solution what worked out. I rotated the instance shape's center under the angle I needed. As I align them to normals now, for some reason not all instanse shapes are pointing in the direction they must. Some are pointing backwards :/ http://dl.dropbox.com/u/11844708/FAQ/spruce_an...
- 14 Oct 2011, 11:32
- Forum: ICE
- Topic: Point all vectors to same direction
- Replies: 13
- Views: 1583
Re: Point all vectors to same direction
Trying idea what Pancho proposed...need to do some figuring out first how to apply it
In the mean time, posted a branch pic and branch itself for everyone to play around:
Download OBJ
In the mean time, posted a branch pic and branch itself for everyone to play around:
Download OBJ
- 14 Oct 2011, 10:29
- Forum: ICE
- Topic: Point all vectors to same direction
- Replies: 13
- Views: 1583
Re: Point all vectors to same direction
Yes, thats a tip I could not think up. I need to establish first rotation axis for vectors.
But the issue still remains since as brought up it does not work diagonally.
What would be solution? To compensate with original polygon vectors somehow?
But the issue still remains since as brought up it does not work diagonally.
What would be solution? To compensate with original polygon vectors somehow?
- 13 Oct 2011, 15:36
- Forum: ICE
- Topic: Point all vectors to same direction
- Replies: 13
- Views: 1583
Point all vectors to same direction
Hello, if rotating vectors on a single plane it is easy to get them pointing in to the same direction, lets say X +45. As I am trying to scatter barbs to a fir branch I would like them all to be under certain angle. But when adding to vector X +45 on a cylinder, other sides vector is pointing alltog...
- 07 Oct 2011, 16:50
- Forum: ICE
- Topic: Shape instances scatters back to polymesh
- Replies: 1
- Views: 643
Re: Shape instances scatters back to polymesh
Pointcloud deInstance script by Jules Stevenson helped me out!
- 06 Oct 2011, 15:14
- Forum: ICE
- Topic: Shape instances scatters back to polymesh
- Replies: 1
- Views: 643
Shape instances scatters back to polymesh
Hello, I am banging my head with this issue I can not figure out. I am trying to build a fir tree. I scattered the branches to tree trunk. Now I have issues: *as I try to scatter the tree with branches to my base ground, branches do not apper on instanced mesh. I guess since my scattered branches ar...
- 29 Dec 2010, 10:58
- Forum: Plugins
- Topic: XSI-->Nuke
- Replies: 48
- Views: 58770
Re: XSI-->Nuke
I am getting offset between objects and camera with version 2.1. I am not able to track down which is causing this, objects or camera.
- 18 Nov 2010, 16:35
- Forum: ICE
- Topic: ICE Lagoa simulation over envelope?
- Replies: 0
- Views: 750
ICE Lagoa simulation over envelope?
Hi, I got a characters hand which is changing to cloth. The hands animation is done with enveloped bones, it would make sense to add to it just another simulation layer with ice but my test showed that it does not play nice together. Namely I am animating the lagoa effect with constraints, where we ...
- 18 Nov 2010, 16:28
- Forum: Finished Work
- Topic: Ship on Ocean test.
- Replies: 16
- Views: 4957
Re: Ship on Ocean test.
Nice test indeed. I like the foam, as well, thats often most tricky part. What kind of procedural did you find works best for the foam? Or you decided to do the foam with particles alltogether?
- 17 Nov 2010, 15:01
- Forum: Plugins
- Topic: XSI-->Nuke
- Replies: 48
- Views: 58770
Re: XSI-->Nuke
It works fine now
- 15 Nov 2010, 11:07
- Forum: Plugins
- Topic: XSI-->Nuke
- Replies: 48
- Views: 58770
Re: XSI-->Nuke
Thanks, I will give it a try!
- 11 Nov 2010, 16:52
- Forum: Plugins
- Topic: XSI-->Nuke
- Replies: 48
- Views: 58770
Re: XSI-->Nuke
Exported camera does not match in Nuke with XSI scene :/ btw, does this script export geometry as well? Or what should it export if I select pass? All I get right now is camera. Promising script! Getting camera from Softimage to Nuke has been lot of stress so far, this makes it lot easier if it woul...