ice - generating a sample set from the centre of each polygon - or - being able to manually set an emit location

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Andi Farhall

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Dec 22, 2011, 10:20:09 AM12/22/11
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Festive greetings…..

 

I've been charged with generating a "blowing the polygons away" effect. Animated character who's individual polygons detach themselves in  a leading edge manner, and then take on board some fluid or gaseous motion. If the client let me just emit a square particle it would have taken me 5 minutes, but they have to see the dancer breakup and fly off - polywise…. quite an ask for someone with  "basic level" ice understanding… but I took it as a challenge……

 

 

 

I figured I would emit a point from the centre of each polygon of an animated character and stick it back on it's emit location - for a start - then stick a second undeformed character mesh's poly to the particle using the deformed poly as a reference,  but it would seem you can't get an emit location without using an generate sample set, and you can't use a generate sample set to emit from the pointposition of each polygon. circular problem. I thought perhaps I could "set" the emit location using a get closest and then use it but no dice either. So has somebody managed to do either? or am I missing something obvious with how to animate polygon positions?

 

 

it may well be too late in december for this….

 

 

 

happy holidays anyways

 

A>

 

 

Guillaume Laforge

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Dec 22, 2011, 2:35:28 PM12/22/11
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Hi Andy,

It is very easy to drive polygons using particles !

Let me build a little sample scene and I will be back :)

Cheers

Guillaume

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Andi Farhall
Sent: Thursday, December 22, 2011 10:20 AM
To: soft...@listproc.autodesk.com
Subject: ice - generating a sample set from the centre of each polygon - or - being able to manually set an emit location

Festive greetings.....

I've been charged with generating a "blowing the polygons away" effect. Animated character who's individual polygons detach themselves in a leading edge manner, and then take on board some fluid or gaseous motion. If the client let me just emit a square particle it would have taken me 5 minutes, but they have to see the dancer breakup and fly off - polywise.... quite an ask for someone with "basic level" ice understanding... but I took it as a challenge......

I figured I would emit a point from the centre of each polygon of an animated character and stick it back on it's emit location - for a start - then stick a second undeformed character mesh's poly to the particle using the deformed poly as a reference, but it would seem you can't get an emit location without using an generate sample set, and you can't use a generate sample set to emit from the pointposition of each polygon. circular problem. I thought perhaps I could "set" the emit location using a get closest and then use it but no dice either. So has somebody managed to do either? or am I missing something obvious with how to animate polygon positions?


it may well be too late in december for this....

happy holidays anyways

A>


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Renaud Bousquet

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Dec 22, 2011, 2:45:20 PM12/22/11
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Hey Andi!

It is possible to use the add point with your mesh.PolygonPosition and Get closest location on Geometry and use the location output to set data self.emitLoc or however you want to call your attribute (all this in a non-simulated ICEtree). Then, in a simulated ICEtree get that emitLoc, plug it in the source of a get data(PointPosition) and set Point Position.

Hope it help you and Happy holidays too!
RB

Andi Farhall

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Dec 22, 2011, 3:11:37 PM12/22/11
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Wow, that would be christmas coming early for me, huge thanks,

A>

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Guillaume Laforge <guillaum...@autodesk.com> wrote:


Hi Andy,



It is very easy to drive polygons using particles !



Let me build a little sample scene and I will be back J




Cheers



Guillaume



From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Andi Farhall
Sent: Thursday, December 22, 2011 10:20 AM
To: soft...@listproc.autodesk.com
Subject: ice - generating a sample set from the centre of each polygon - or - being able to manually set an emit location



Festive greetings…..



I've been charged with generating a "blowing the polygons away" effect. Animated character who's individual polygons detach themselves in  a leading edge manner, and then take on board some fluid or gaseous motion. If the client let me just emit a square particle it would have taken me 5 minutes, but they have to see the dancer breakup and fly off - polywise…. quite an ask for someone with  "basic level" ice understanding… but I took it as a challenge……








I figured I would emit a point from the centre of each polygon of an animated character and stick it back on it's emit location - for a start - then stick a second undeformed character mesh's poly to the particle using the deformed poly as a reference,  but it would seem you can't get an emit location without using an generate sample set, and you can't use a generate sample set to emit from the pointposition of each polygon. circular problem. I thought perhaps I could "set" the emit location using a get closest and then use it but no dice either. So has somebody managed to do either? or am I missing something obvious with how to animate polygon positions?





Guillaume Laforge

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Dec 22, 2011, 3:11:30 PM12/22/11
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Here is a simple sample scene : http://dl.dropbox.com/u/5533643/Softimage/TransformPolygonsWithParticles2012.scn

If you want to test using your own mesh, just delete the object called "sphere".
Then select the object called "Deformed_By_Particles.Geo_Input" and open its ICETree.
Set the first Get Data to your mesh and that's all !

Merry Christmas ;)

Guillaume

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Andi Farhall

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Dec 22, 2011, 5:11:16 PM12/22/11
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Guillaume thank you so much that's fantastic, i can see that this will move on my understanding of ice....

merry christmas to you also.

A>


-----Original Message-----
From: softimag...@listproc.autodesk.com on behalf of Guillaume Laforge
Sent: Thu 22/12/2011 20:11
To: soft...@listproc.autodesk.com
Subject: RE: ice - generating a sample set from the centre of each polygon - or - being able to manually set an emit location

Here is a simple sample scene : http://dl.dropbox.com/u/5533643/Softimage/TransformPolygonsWithParticles2012.scn

If you want to test using your own mesh, just delete the object called "sphere".

Then select the object called "Deformed_By_Particles.Geo_Input" and open its ICETree.

Set the first Get Data to your mesh and that's all !

Merry Christmas ;)

Guillaume

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Guillaume Laforge
Sent: Thursday, December 22, 2011 2:35 PM
To: soft...@listproc.autodesk.com
Subject: RE: ice - generating a sample set from the centre of each polygon - or - being able to manually set an emit location

Hi Andy,

It is very easy to drive polygons using particles !

Let me build a little sample scene and I will be back J

Cheers

Guillaume

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Andi Farhall
Sent: Thursday, December 22, 2011 10:20 AM
To: soft...@listproc.autodesk.com
Subject: ice - generating a sample set from the centre of each polygon - or - being able to manually set an emit location

Festive greetings...

I've been charged with generating a "blowing the polygons away" effect. Animated character who's individual polygons detach themselves in a leading edge manner, and then take on board some fluid or gaseous motion. If the client let me just emit a square particle it would have taken me 5 minutes, but they have to see the dancer breakup and fly off - polywise.. quite an ask for someone with "basic level" ice understanding. but I took it as a challenge..

I figured I would emit a point from the centre of each polygon of an animated character and stick it back on it's emit location - for a start - then stick a second undeformed character mesh's poly to the particle using the deformed poly as a reference, but it would seem you can't get an emit location without using an generate sample set, and you can't use a generate sample set to emit from the pointposition of each polygon. circular problem. I thought perhaps I could "set" the emit location using a get closest and then use it but no dice either. So has somebody managed to do either? or am I missing something obvious with how to animate polygon positions?

it may well be too late in december for this..

happy holidays anyways

A>


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