ZC

hi  peter.
I have a bold idea. You know, regardless of the arrayExpression node or the point node. They are actually the operating mechanism of the mel script.
Maya's particle expression is a different mechanism than the mel script, because the particle expression is run iteratively. This makes it possible to implement the Mel script that is not easy to implement.
If the expression node of soup can select the iteration mode of operation. I think they will be more powerful!
thank peter!

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ZC
Today I am having a problem. I use this point node. I define a variable. I hope it is worth computing the next frame can depend on the value of the previous frame. However, this point node really want to do.
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pshipkov
Define the variable in the start block.
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ZC

Can you explain in detail the code that starts running and ends the code and the middle of the code, the difference between them and the role?

I feel it's important to start running the code and end the running code, but I can not understand them. :)

thank peter!

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pshipkov
you can think about them in this way:

some code (start block)
looping through the points (position, color, normal, etc expression)
some code (end block)

The start and end block can be used to initalize variables that can be used within the loop block and end block.
Also, additional data can be fetched from outside the node, or pre-cooked before we enter the main loops.
There are no hard rules, but it makes sense from programming standpoint.
The only hard limitations is - if you use getAttr anywhere in the code it can be only for nodes in the upstream chain of the point node or in unrelated nodal chains. Otherwise you will cause cycle in the graph that results in an instant Maya crash.
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ZC

Can you let a variable keep it up? Such as $ a ++. This variable is not in the for loop.

Such as,

Int $ b = 1;
  If ($ F == 10) {

     $ B = 5;

}

If the current time to play to the 11th frame, I also hope that the value of $ b is 5, rather than back to the 1. would like to Maya particle expression the same.


thank  peter!

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pshipkov
Not fallowing here :)
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