Hi Olivier,
How are you doing? My name is Eduardo and I'm from Brazil. I was looking for on the internet about stick strands in a geometry animation and I found you thread on the softimage list. I saw that Edy shown a great solution about this problem and provided a link with the file scene, but the link is broken. So, I would like to know if you could send it to me. Thanks in advance.
Cheers,
Eduardo
On top of my head, if your flocking is velocity based you could try something like this :
Actually...got your strand version working. Just re-ordered a node or two and it works great. Now I just need to introduce a blend as the particle start off on one shape, then move to this one...that "shouldn't" be too tough. This new demo scene is great but when I apply it, the particle seem to slow down or stop their flocking when the character moves...but they do stick!...just wanted you to know. I really appreciate it!
Kris
On Thu, Sep 12, 2013 at 2:05 PM, olivier jeannel <olivier...@noos.fr> wrote:
On top of my head, if your flocking is velocity based you could try something like this :
Maybe the GetClosestLocation could be replaced with something more elaborated :/
Scene is here, scrub the time line it's "velocited" and follows deformation :
https://www.dropbox.com/s/8k96t7bxkwtv8y0/Velocity_Reinterpret.scn
Le 12/09/2013 18:58, Kris Rivel a écrit :
I've post this on si-community http://www.si-community.com/community/viewtopic.php?f=15&t=3009&hilit=+group+ICE+lagI already have interaction lag with ICE tree and I find that's due to the use of group in ICE Tree.Hello list,And do you know what is going wrong in your ICE (If you think that's an anormal behavior) ?
Just curious to know if your problem is similar.
Thanks.
Yup. it was my ICE trees
Thanks guys
G
On 2013/09/13 12:22 PM, olivier jeannel wrote:
I had massive slowdown with getting 150 Matrices in a hierarchy because of 4 unfrozen Center operators in the modeling stack. :/
Le 13/09/2013 11:47, pet...@skynet.be a �crit�:
hiding the particles and strands is not going to simulate them but that doesn�t mean the ICE tree is totally inactive.such a lag on every single interaction with a geometry sounds *exactly* like what I�d expect from a hidden ICE tree.it�s traversing the tree to see if everything�s hooked up properly (the lag) and then does nothing with it (fast interaction) � which is not ideal.�try to break the link with the mesh in the ICE tree by pointing to some other geo that you�re doing nothing with � I�d bet the lag is gone.�in more complex trees I try to make it easy to switch the input geometry � such as avoiding several getters pointing to the same geometry, and putting a passthrough between the getter and the rest of the tree. Or use a group as input (if possible) and remove/add the mesh from the group as needed � without having to go in the ICE tree.�
�
It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there for now :(
I was hoping there was a display setting I was missing.
Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can cause delays sometimes.
On 13 September 2013 09:15, wavo <wa...@fiftyeight.com> wrote:
Noo!� (...only if it has� a lot of polygons),
do you use linked shapeanimation or is it subdivided, is the delay� in camera-view or in every view?!
Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!
W
Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:
Hey list
I have this irritating problem, and I was hoping you guys knew what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is a few seconds of "dead softimage" and then it wakes up and works in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G
--
Walter Volbers
Senior Animator
FIFTYEIGHT 3D
Animation & Digital Effects GmbH
Kontorhaus Osthafen
Lindleystra�e 12
60314 Frankfurt am Main
Germany
Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15
--------------------------------------------------------
ESC58
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
http://www.ESC58.de
I do have groups of curves defining a vector field on the mesh, so it might be that :)
G
On 2013/09/13 01:47 PM, julien carmagnac wrote:
I've post this on si-community http://www.si-community.com/community/viewtopic.php?f=15&t=3009&hilit=+group+ICE+lagI already have interaction lag with ICE tree and I find that's due to the use of group in ICE Tree.Hello list,And do you know what is going wrong in your ICE (If you think that's an anormal behavior) ?
Just curious to know if your problem is similar.
Thanks.
Yup. it was my ICE trees
Thanks guys
G
On 2013/09/13 12:22 PM, olivier jeannel wrote:
I had massive slowdown with getting 150 Matrices in a hierarchy because of 4 unfrozen Center operators in the modeling stack. :/
Le 13/09/2013 11:47, pet...@skynet.be a écrit :
hiding the particles and strands is not going to simulate them but that doesn’t mean the ICE tree is totally inactive.such a lag on every single interaction with a geometry sounds *exactly* like what I’d expect from a hidden ICE tree.it’s traversing the tree to see if everything’s hooked up properly (the lag) and then does nothing with it (fast interaction) – which is not ideal.
try to break the link with the mesh in the ICE tree by pointing to some other geo that you’re doing nothing with – I’d bet the lag is gone.in more complex trees I try to make it easy to switch the input geometry – such as avoiding several getters pointing to the same geometry, and putting a passthrough between the getter and the rest of the tree. Or use a group as input (if possible) and remove/add the mesh from the group as needed – without having to go in the ICE tree.
It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there for now :(
I was hoping there was a display setting I was missing.
Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can cause delays sometimes.
On 13 September 2013 09:15, wavo <wa...@fiftyeight.com> wrote:
Noo! (...only if it has a lot of polygons),
do you use linked shapeanimation or is it subdivided, is the delay in camera-view or in every view?!
Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!
W
Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:
Hey list
I have this irritating problem, and I was hoping you guys knew what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is a few seconds of "dead softimage" and then it wakes up and works in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G
--
Walter Volbers
Senior Animator
FIFTYEIGHT 3D
Animation & Digital Effects GmbH
Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany
Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15
--------------------------------------------------------
ESC58
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
http://www.ESC58.de