Resourcedump
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Get Closest Filtered points
Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)
A compound that gets ONLY the closest points in the current pointcloud/geometry that have a »true« boolean. It's much much faster than rifling through arrays. Hopefully someone will find this useful. It works by temporarily moving the filtered points up and away on the Y axis, then the remaining points look in the area where the filtered ones got moved to. Then filtered ones are moved back to their original location. The temporary moving of them is nothing to be concerned about because you wont see it and it doesnt affect simulation.
local backup: Get closest filtered points.xsicompound
A compound that gets ONLY the closest points in the current pointcloud/geometry that have a »true« boolean. It's much much faster than rifling through arrays. Hopefully someone will find this useful. It works by temporarily moving the filtered points up and away on the Y axis, then the remaining points look in the area where the filtered ones got moved to. Then filtered ones are moved back to their original location. The temporary moving of them is nothing to be concerned about because you wont see it and it doesnt affect simulation.
local backup: Get closest filtered points.xsicompound
Re: Resourcedump
Update: I've added to the taper deformer example a few posts back to support any arbitrary axis etc... Makes a good basis for creating more complex deformers, as the internal deformation "formula" can easily be swapped out with different maths. The scene/compound is posted on my blog http://andy.moonbase.net Cheers - AM
Re: Resourcedump
On another thread there was a question about using ICE to add random movement to a spotlight interest. Here's a scene which should help, it animates a camera interest to have random but smooth motion.
- Attachments
-
- example_ICE_AnimateCamInterest.zip
- (165.88 KiB) Downloaded 357 times
Re: Resourcedump
Thanks for all these goodies Andy!
This is a script that spreads the envelope weights from 1 bone over several bones.. Select source bone, target bones in that order then run
File: *** DefoRemap.js ***
(not much tested and doesn't seem to work with only 2 bones)
This is a script that spreads the envelope weights from 1 bone over several bones.. Select source bone, target bones in that order then run
File: *** DefoRemap.js ***
edit [rr]: wrapped all long scripts of this thread in hideme tagsHidden content: [ Show ]
(not much tested and doesn't seem to work with only 2 bones)
softimage resources section updated Jan 5th 2024
Re: Resourcedump
Camera Sequencer .Js. It was done by Dan Lane while XSIbase was alive.
File: *** Camera_Sequencer_v0_03.js ***
I have taken off the email from Dan Lane to not get into search engines. PM me if needed.
File: *** Camera_Sequencer_v0_03.js ***
edit [rr]: wrapped all long scripts of this thread in hideme tagsHidden content: [ Show ]
I have taken off the email from Dan Lane to not get into search engines. PM me if needed.
Re: Resourcedump
Up! This topic can't fade away, too usefull!
Re: Resourcedump
I agree! Add it to the banner.gfxman wrote:Up! This topic can't fade away, too usefull!
Re: Resourcedump
was getting to low down in the stack, bringing it back up again. no freebies just a picture of ICE tree this time. could not be simpler. emitting 200k particles a second and simulating at 4 fps, cant be bad!
enjoy!
Gossip is what no one claims to like, but everybody enjoys.
Re: Resourcedump
Nice ones! Thanks for the continued reanimation of the resource dump!
I have a few scripts on stock which are based on/modified factory scripts, so I can't publish/post them here in their completeness. I'll try and extract the bits that i wrote, hoping they're somehow operational.
This one imports ZBrush polypaint/weights from a previously imported mesh. Import then call this function with the same object/filename.
Parameters = object name, filename, bool import zbrush polypaint, bool import zbrush weight map
File: *** ImportPolyPaint.vbs ***
I have a few scripts on stock which are based on/modified factory scripts, so I can't publish/post them here in their completeness. I'll try and extract the bits that i wrote, hoping they're somehow operational.
This one imports ZBrush polypaint/weights from a previously imported mesh. Import then call this function with the same object/filename.
Parameters = object name, filename, bool import zbrush polypaint, bool import zbrush weight map
File: *** ImportPolyPaint.vbs ***
edit [rr]: wrapped all long scripts of this thread in hideme tagsHidden content: [ Show ]
softimage resources section updated Jan 5th 2024
Re: Resourcedump
from another thread:
file: RandomColorByUVIsland.xsicompound... this assigns a random color (color at vertex property) for each UV island.
It's [strike]quite[/strike] very slow, so anytips on how to speed it up are quite welcome
(quick usage .. connect compound, pick "UVs" attribute from tproj, create color at vertices map, pick "Colors" attribute from that map, wait............................................, use color map lookup node in render tree to read from that map)
softimage resources section updated Jan 5th 2024
Re: Resourcedump
No update there, didn't have the time. Yes credits for this idea go to you
[removed your fullquote]
[removed your fullquote]
softimage resources section updated Jan 5th 2024
Re: Resourcedump
Hi, thank you all for the sharing.
I have a question.
for the"whirlpool ", does anyone knows how to move the origin of the whirlpool? instead of move the mesh but keep the center in the <<0, 0, 0>>?
i mean when i try Tekano san's compound, there is a origin port, but when i move the null, instead move the center, it move the mesh... and for Matic's one, i just simply add a kine.global.pos to the pointposition, and got the same result.
is there a right way to do this?
or i can only move my camera to match it......> <
thank you.
I have a question.
for the"whirlpool ", does anyone knows how to move the origin of the whirlpool? instead of move the mesh but keep the center in the <<0, 0, 0>>?
i mean when i try Tekano san's compound, there is a origin port, but when i move the null, instead move the center, it move the mesh... and for Matic's one, i just simply add a kine.global.pos to the pointposition, and got the same result.
is there a right way to do this?
or i can only move my camera to match it......> <
thank you.
Re: Resourcedump
Here you go Haimund, this is a v2 scene of the whirlpool deform with an exceedingly useful compound in it which can be used to apply deformations in a space local to the host geometry. The whirlpool and ridged turbulence nodes have been cleaned up and turned into proper compounds, too. In this image I've "tilted" the deformation a bit to illustrate this. The sphere shows the ridged turbulence applied as a deformer and that it is respecting the sphere's surface normals.
Basically when you deform geometry as Rob and I did in our earlier examples, the deformation is calculated relative to the global origin. But as you note, in practical use you really need those deformations to be in the space of the deformed object. The solution to this is to take all the points in your geometry and superimpose them with the origin (by multiplying the point positions with the inverse matrix of the objects center). You then calculate your deformations, and move them back to their relative positions (multiply the deformed points by the object's matrix.) It's a simple operation but can be a little tough to visualize at first...
The compound I mentioned simply performs the inverse matrix operation (ie moves all points as if the object was at the origin), then has an execute node (so you can plug in your deformation operations), and then reverses the matrix transformation to put the points back to be relative to the object's center. You can use it "after the fact" to perform this technique- if you try it on Tekano's scene it should work, too.
Here is a zip containing the revised scene plus the compounds:
Basically when you deform geometry as Rob and I did in our earlier examples, the deformation is calculated relative to the global origin. But as you note, in practical use you really need those deformations to be in the space of the deformed object. The solution to this is to take all the points in your geometry and superimpose them with the origin (by multiplying the point positions with the inverse matrix of the objects center). You then calculate your deformations, and move them back to their relative positions (multiply the deformed points by the object's matrix.) It's a simple operation but can be a little tough to visualize at first...
The compound I mentioned simply performs the inverse matrix operation (ie moves all points as if the object was at the origin), then has an execute node (so you can plug in your deformation operations), and then reverses the matrix transformation to put the points back to be relative to the object's center. You can use it "after the fact" to perform this technique- if you try it on Tekano's scene it should work, too.
Here is a zip containing the revised scene plus the compounds:
- Attachments
-
- example_whirlpoolDeformer2.zip
- example scene, softimage 2013, plus compounds
- (247.53 KiB) Downloaded 518 times
Re: Resourcedump
thank you! THIS IS AWESOME!
i'm pretty bad at the kinematics and matrix things.
and i'm trying to combine the wave-curl (http://www.si-community.com/community/v ... f=19&t=109)and this one to make a effect, but the funny thing is for wave-curl, you cannot move the mesh, otherwise you will get a mess. but u can move the null anywhere you want. and for this one before, you can only move the mesh to locate it......well, i better just keep everything in the world center and move my camera......
thank you, this is cool.
i'm pretty bad at the kinematics and matrix things.
and i'm trying to combine the wave-curl (http://www.si-community.com/community/v ... f=19&t=109)and this one to make a effect, but the funny thing is for wave-curl, you cannot move the mesh, otherwise you will get a mess. but u can move the null anywhere you want. and for this one before, you can only move the mesh to locate it......well, i better just keep everything in the world center and move my camera......
thank you, this is cool.
Re: Resourcedump
I haven't messed with the wave curl compound, but there should be some significant similarity between it and the whirlpool deformer. You might try rotating the whirlpool deformer onto it's side and reducing the "funnel depth" value to near zero, then with a low number of turns the whirlpool ought to be working like a wave deform... Not in front of Softimage at the moment so I can't give it a try but I had it making some interesting seashell shapes and the like earlier. If you look inside the wave deformer you'll see you can hook up a null to place the deformer instead of entering SRT values, BTW.
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