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>
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>
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
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>