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Re: Motion Tools

Posted: 23 Mar 2012, 15:36
by NNois
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

Re: Motion Tools

Posted: 23 Mar 2012, 22:05
by gustavoeb
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...

Re: Motion Tools

Posted: 28 Mar 2012, 18:37
by gustavoeb
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/Motion ... eNotes.txt

Download at:
http://dl.dropbox.com/u/39280733/Motion ... 3.xsiaddon

edited by self: correct links

Re: Motion Tools

Posted: 28 Mar 2012, 21:21
by bottleofram
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. :)

Re: Motion Tools

Posted: 28 Mar 2012, 21:31
by gustavoeb
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 :))

Re: Motion Tools

Posted: 05 Apr 2012, 03:28
by bottleofram
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:
p1.jpg
p2.jpg
Create Point Array on Geometry.0.3.rar
(15.15 KiB) Downloaded 115 times
Thats it for now.

Re: Motion Tools

Posted: 05 Apr 2012, 13:58
by gustavoeb
Wow, some of this are really high priority, thankyou very much Bottle!
Added those to my todo list...
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 :)

Re: Motion Tools

Posted: 05 Apr 2012, 14:14
by gustavoeb
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

Re: Motion Tools

Posted: 05 Apr 2012, 18:12
by NNois
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

Re: Motion Tools

Posted: 05 Apr 2012, 23:56
by gustavoeb
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?

Re: Motion Tools

Posted: 06 Apr 2012, 00:16
by NNois
well no, i have two point cloud, one simulated with momentum and the other unsimulated with motion tools.
with momentum if you want something acting in the momentum simulation, as far i understant, we have to add an init node AND a momentum simulate node (like the simulate particle) in a simulation region, so he broke the unsimulated tree...

But i'm not in front af the scene but maybe a third cloud with a clone point and the momentum simulate on this one will solve the problem, i'll post the resut here tomorrow if it's ok. If it's not the case i'll open a new thread on the forum to leave this one alone ;-)

PS: A small feadback on the 0.3 motion tools, The new transform node is awesome and really usefull, but he miss a size transform too. To act smootly with already scaled particles

thanks

Re: Motion Tools

Posted: 06 Apr 2012, 07:14
by bottleofram
gustavoeb wrote: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
Yeah, its not a perfect solution by any stretch of imagination.

I remember voxelizator by 2ndreality had a really elegant way of filling up the "voxels" but i think they use a whole different method. I like what you came up with, too. Gives the user a lot of flexibility.

Re: Motion Tools

Posted: 14 Jun 2012, 17:53
by gustavoeb
Just a little update:


New funcionality and very few bugs ironed out. I apologize to those who have reported bugs, they are all registred, but there is only so much time I can spend on this every now and then... 2012 version is presenting some issues, so I will fix that soon

Re: Motion Tools

Posted: 14 Jun 2012, 20:01
by Hirazi Blue
FYI - Clicking on the "vimeo" text in the embedded player will
get you to the actual Vimeo video page,
where you can find the download links...
;)