1.: Execute Script:
CreatePrim("Grid", "MeshSurface", null, null);
CreatePrim("Cube", "MeshSurface", null, null);
SetValue("cube.cube.length", 1, null);
SetExpr("cube.kine.local.rotz", "cube.kine.local.posx*-90", null);
ApplyCns("BoundingPlane", "cube", "grid", null);
2.: Translate Cube in X
-André
> <mailto:jda...@kungfukoi.com>>
Morten Bartholdy
3D & VFX Supervisor
Hi Jeffrey,
I'm sure you're nearly done with this now but just in case you wanted
another approach, I've got an ICE compound that'll roll a cube:
Let me know if you'd like a copy and I'll email it on to you.
Cheers,
Julian
I'd be interested in seeing the ICE tree to pull it apart if you
wouldn't mind. No worries if you want to keep it private though.
Later,
--------------------------------------------
Eric Thivierge
Technical Director
Speakeasy FX
Andy Moorer wrote:
> Julian drinks for free next time he visits LA....
>
> On Fri, May 15, 2009 at 9:35 AM, Jeffrey Dates <kung...@gmail.com
> <mailto:kung...@gmail.com>> wrote:
>
> Oh, look at that!
>
> Wow, Julian, that's great!
>
>
>
>
> On Fri, May 15, 2009 at 12:12 PM, Sajjad Amjad
> <sajjad...@gmail.com <mailto:sajjad...@gmail.com>> wrote:
>
> Was browsing Julian's Vimeo page and came across this:
> http://www.vimeo.com/4662525
>
> Rolling with a twist. (Apologies for being a bit vague, don't
> want to spoil it)
>
> 2009/5/14 Jeffrey Dates <kung...@gmail.com
> <mailto:kung...@gmail.com>>
>
> Say Julian that's really nice!
>
> It's funny that you accomplished it in ICE, as that is
> where I've ended up after trying expressions and Scripted
> ops. :-)
>
> I'd love to see the compound as well.
>
> Thanks in advance!!
>
> Jeff.
>
> On Thu, May 14, 2009 at 3:27 PM, Julian Johnson
> <jul...@exch.demon.co.uk <mailto:jul...@exch.demon.co.uk>>
I know it could get annoying, as you already said you're finishing
some things before posting the compound. but I'm really (I mean,
REALLY!) interested in learning from your ice tree.
And I cannot stop wondering the many possibilities this compound can achieve.
So, if you don't mind showing it before you upload to the community
I'd like to have a look at it too.
Thanks!
Fabricio
That sounds cool. I'm way behind that :-) At the moment I'm just trying
to find the most performant way to do the basic roll i.e. weighing up
the fastest way to locate the 'candidate' pivots at any given frame
especially with really heavy point sets. Removing geometry queries and
using a combination of filter and min/max in set to find the relevant
points seems much quicker so far......I haven't even considered
collision detection!
Julian
Removing geometry queries and using a combination of filter and min/max in set to find the relevant points seems much quicker so far.....
Julian
http://julianjohnsonsblog.blogspot.com/2009/05/roll-object-compound-and-sample-scene.html
Hopefully better than the original! :-)