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 Post subject: Re: Motion Tools
PostPosted: 23 Mar 2012, 16:36 
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Joined: 09 Jun 2009, 20:33
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Hi gustavo,
I use a lot your motion tools coumpouds ! thanks
Maybe it could help you, in my case it need to be as modular as possible.
For example i've splitted your modifiers compounds in parts: scale rotation position with an input for the stepper: harmo linear object plus a selector by ID or range by U V W.
It's more easy for me to spot problems or bugs
but each time i end up with a very big tree... normal...

For me the perfect setup will be a stack in the tree, could we build a coumpound composed entirely with case selectors with for only input the type of effect than we want ?
Well sorry this is not very clear ! i'll try if i have a moment to think about it


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 Post subject: Re: Motion Tools
PostPosted: 23 Mar 2012, 23:05 
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NNois wrote:
For example i've splitted your modifiers compounds in parts: scale rotation position with an input for the stepper: harmo linear object plus a selector by ID or range by U V W.

I see what you mean I want it to be very modular also, but I want to becarful not to overdue this for people not to get huge trees :)
I like the idea of separating scale/rot/pos. I brought the concept of how things are organized now from C4D but that might feel a little bit more natural. I'll do some experimentation.

NNois wrote:
could we build a coumpound composed entirely with case selectors with for only input the type of effect than we want

Not quite sure what you mean...

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 Post subject: Re: Motion Tools
PostPosted: 28 Mar 2012, 18:37 
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Joined: 21 Jul 2010, 00:33
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New alpha build. V0.3



Main focus in this build was to revvamp modfiiers and menus, both in code and functionality.
Menus have a lot more functionality and cleaner code that will help future maintanance.
Modifiers (and Modulators) are more modular and have a better overall feel. Almost everything can be done without the ICEtree, even picking target geometry and stuff like that.
Hope you like it.

Release notes:
http://dl.dropbox.com/u/39280733/MotionTools/v0.3/ReleaseNotes.txt

Download at:
http://dl.dropbox.com/u/39280733/MotionTools/v0.3/motionTools_v0.3.xsiaddon

edited by self: correct links

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Gustavo Eggert Boehs
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 Post subject: Re: Motion Tools
PostPosted: 28 Mar 2012, 21:21 
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Joined: 17 Aug 2010, 11:21
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Gustavo, you got your links wrong, i think. :)

Not a fan of your choice of color for the menu, but looks good otherwise. ;)

Wish i had the time to test it out. Weekend is coming, though. :)


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 Post subject: Re: Motion Tools
PostPosted: 28 Mar 2012, 21:31 
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geez... I did that again :/
clumsy mee

bottleofram wrote:
Wish i had the time to test it out.


Cool, in case you do tell me what you think... Feedback has been most valuable so far.
Even though I dont have the time to tackle most stuff people feedback about :))

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 Post subject: Re: Motion Tools
PostPosted: 05 Apr 2012, 03:28 
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ERROR FEEDBACK

1) You included your own Generate 3D Point Grid (1.2) but didnt assign it a category. ICE sees it as a newer version of factory compound (1.1) and gives it a priority but since you made it invisible to search, we lose the compound inside softimage. Please, be careful what you pack with a plugin... I suggest prefixing all included compounds.

2) I get this error when opening keyboard manager:
# ERROR : 2268 - This function is missing:
# <function: ICEFlow_AddModifiers_Menu_Init>

3) Modify Color command in the menu doesn't work for me. It adds the compound, but it fails to connect.


COMPOUND FEEDBACK

1) Instancer Root
- you have a disconnected compound inside

2) Set Initial Shape and Color
- Ramdones -> beware the spelling nazi
- expose Animated boolean of "Randomize Around Value" (might also want do disable it by default)

3) Create Point Array on Geometry
- voxel grid can be very resource heavy, especially when using instances (not sure what you can do about it)
- smart scaling is really useful when doing voxel grid but it generates spacing. If i dont want this, i can increase the scale a little bit or maybe you could try to expose an option for it. I did a quick modification to better illustrate what i mean:
Attachment:
p1.jpg
p1.jpg [ 59.27 KiB | Viewed 698 times ]
Attachment:
p2.jpg
p2.jpg [ 50.4 KiB | Viewed 698 times ]
Attachment:
Create Point Array on Geometry.0.3.rar [15.15 KiB]
Downloaded 54 times


Thats it for now.


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 Post subject: Re: Motion Tools
PostPosted: 05 Apr 2012, 13:58 
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Wow, some of this are really high priority, thankyou very much Bottle!
Added those to my todo list...

Quote:
3) Create Point Array on Geometry
- voxel grid can be very resource heavy, especially when using instances (not sure what you can do about it)
- smart scaling is really useful when doing voxel grid but it generates spacing. If i dont want this, i can increase the scale a little bit or maybe you could try to expose an option for it. I did a quick modification to better illustrate what i mean:


this was actually known. about speed I'm trying to get all features in first, than I'll go for more optimizations. about the smart scaling, I was still not able to figure this out, but hope to eventually :)

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 Post subject: Re: Motion Tools
PostPosted: 05 Apr 2012, 14:14 
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Ps: Your fix works pretty nicely when upping the resolution of the voxel grid! When downrezing a lot it starts to overlap instances, I'll try to fix that. Thanks :D

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 Post subject: Re: Motion Tools
PostPosted: 05 Apr 2012, 18:12 
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Joined: 09 Jun 2009, 20:33
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Hi !
Herm , i've a simple question, not really related to motion tools but how to setup a non simulated cloud (ex:motion tools) in the modeling region to work as colliders (mass 0) with momentum.

I've added mom init rigibody in the modeling region but it just don't work... my momentum simulated particles seems to collide to something but not the right thing


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 Post subject: Re: Motion Tools
PostPosted: 05 Apr 2012, 23:56 
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I'm not familiar with Momentum, but as far as I understood it you are trying to pull this of in one single Point Cloud, right?
If you want the Non-Simulated stuff to act just as a colider why dont you split your particles into 2 point clouds (simulated and not-simulate). Then use the second one as a Collider in the first one. Is this possible through Momentum?

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