• ralphymeijer
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  • Name Ralph Meijer
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bifrost temperature to vdb
Hi All,

I wonder if anyone knows how to write temperature from bifrost aero to vdb.

I must be missing something.

Thanks in advance!
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bake arbitrary deformations to skinCluster - the SOuP way
Ok sorry I was using pymel. With cmds it's working. Feel a bit dumb now...
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bake arbitrary deformations to skinCluster - the SOuP way
Thanks Peter,

Yeah that's what I thought. So now I wrote a little script that places all the skinning joints under a temporary root joint, runs the bake and then reparents them under their original parent. It seems to work except from the baking commandline. Probably doing something wrong. 

Code:

sel = pm.selected()
pm.select(cl=True)
rootJoint = pm.joint(n='tempRoot')

parents = []
joints = []
for s in sel[:-1]:
    parent = s.getParent()
    parents.append(parent)
    joints.append(s)
    
    pm.parent(s,rootJoint)
    
object = sel[-1].listRelatives(s=True)[0]
pm.select(sel[-1])
bakeDefsToFkSkel_SOuP().bake(rootJoint,nodes=None, maxInfluences=8, useRootJoint=True)
for jnt, parent in zip(joints, parents):
    pm.parent(jnt,parent)
pm.delete(rootJoint)


it throws an error saying:
Code:

// Error: Object tempRoot is invalid
# Traceback (most recent call last):
#   File "<maya console>", line 23, in <module>
#   File "<maya console>", line 2478, in bake
# TypeError: Object tempRoot is invalid //


Any idea what I'm doing wrong? It seems to work when I use the SOUP ui.

Thanks again!
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bake arbitrary deformations to skinCluster - the SOuP way
This is really cool to get the skinning 80 percent there with the delta mush and then bake it to skin weights.

I'm wondering, and maybe I'm missing something, how would this work when you have for example a rig where the skinning joints are not all in a fk joint hierarchy. This does not work straight out of the box with the current script right? One solution could be to temporarily unparent the skinning joints and parent them under a root joint, run the bake script and then reparent them. I think this could work fine however maybe I'm missing a more suitable workflow?

Cheers,

Ralph
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polygon shells
Thanks Peter,

I missed that one. I'll look into that.

Cheers,

Ralph
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polygon shells
Hey Guys,

Is there any way to get polygon shells with the group node. 

Thanks in advance!

Cheers,

Ralph
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random scale
Thanks Peter!

That helped a lot.
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random scale
Hey,

No I haven't looked into the instance manager yet. It seems very powerful however I need to perform some stamping operations and I believe this is not possible with the instance manager. I could be wrong though :)


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random scale
Hi guys,

Another hopefully quick question. How can I set up some random scale on the copier node. I'm using a scatter node to get the position array. Ideally I want some variation in the Y scale of the instances. Do I need to use particles to get the scale array or is there another way to set it up.

Thanks in advance!

Ralph



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copier and stamping
Hi Peter,

Sorry for the late reply. The scene I attached in the first post has the problem. Even the example scene wasn't working for me in PE when I set keys on the bounding object. I attached a new scene with animation curves on the bounding objects and set the scene to PE. Hopefully this will help you trouble shoot the problem.

Thanks a lot!

Ralph
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copier and stamping
Hi guys,

I was a little bit too fast with posting. I fixed the problem. I switched the evaluation from parallel to dg and this seemed to solve the problem. I just recently switched to 2016 and missed the setting.

Thanks!

Ralph
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copier and stamping
Hi Guys,

For a project I have to create a close up of some bending brush hairs. So I used the copier with stamping as in the example scenes by using a bounding object to control the bendin. This works really well but there is one problem. When I want to animate the bounding object the effects not working any more. The strands are all bending a the same time instead of being controlled by the bounding object. As soon as I delete the keys it is working again. I find this very strange and wonder if someone can help me solve the problem. 

Thanks in advance!


edit:
I tried animating the bounding object in the example scene and I get the same problem. I don't know if this is either a bug or a limitation of maya. Seems like a updating issue.
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openvdb
Anyone got this working with the VRayVolumeGrid. One way or another the files I created with the vdb write node are not read by the volume grid. It doesn't show any cache info. If I plug in a vdb file created by houdini it shows the channels just fine. Seems like it's not writing the density correctly.

Also I'm not succesful in connecting the rgbPP to the color input of the VDB_fromParticles. I followed the steps of Besha's video one on one but the color somehow doesn't show up in the vdb. I must be doing something wrong.

Hope someone here can clarify some things.

Ralph 
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webbing/ neuron effect
yeah I was kind of surprised there wasn't any existing script for it on creative crash since there are so many for maya. Guess we are a bit spoiled. It did the trick, however it is a bit slow when working on meshes with a lot of polygons. So it should probably be written as proper plugin. One thing that would be really cool if you could draw curves on the mesh and the normals would follow those, a bit like how a retopo tool would use curves to retopologize meshes. This would be really handy for flow effects.

Anyway I got everything to create the effect figured out. Now it's just a matter of tweaking.

Thanks Guys.

Ralph
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webbing/ neuron effect
Thanks! That's very kind of you.

[edit]
Ok after some more studying I at least figured out how to paint the normals. At the moment I can only paint the directions without setting a value or smoothing painted normals but this is probably enough for now. Starting to see the potential of the paint scripts tool. Very cool

Still very curious how you solved it in your script though :)

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