Category Archive for 'Simulation'

It”s like baking a cake, right? You just put the right ingredient together and then you let the machine do the work!… Well, not quite…

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Simulated Shapes in Momentum 2.0

March 21st, 2011 by Helge Mathee. Viewed 19416 times.

Driving rigid bodies’ shapes with simulated deformation opens up a whole new set of possibilities!

PPG Based Particle Animation Work Flow With ICE

August 7th, 2009 by Hans Payer. Viewed 19768 times.

About a year ago already, XSI 7.0 was released with much expectations and enthusiasm. Most of us, by now, have played with ICE and if you’re lucky, you even had the chance to squeeze an operator in a real production. Everyone is still marveled when new videos are posted online showing the latest tricks or [...]

A tool for visualising particle distributions

March 18th, 2007 by Andy Nicholas. Viewed 16479 times.

Some of you may remember the Histogram plugin that I wrote for XSI’s rendertree. It’s a tool for visualising exactly what is happening in your shading networks and can be invaluable when trying to find out why your shader is behaving unexpectedly. Since the Histogram display window is just a COM application launched by the [...]

Tricks with scripted particle events.

December 10th, 2006 by Francois Lord. Viewed 20056 times.

I was recently assigned on a particle recipe that was going to be used by several people on several shots. After some thinking on how I was going to approach the idea, I realized that I needed a few features missing in XSI. In fact, I”ve been wanting those features many times in the past. I decided to take the time to write some scripted events, even though I was on a tight deadline. It turned out it was easier than I thought.

Behavior Table Properties and Caching

December 9th, 2005 by Patrick Boucher. Viewed 9075 times.

The Piccolo language has this neat little function called AddPropertyTable which you can call on pretty much any object. This attaches a table of userdefined properties on the object that you can then fill with whatever you wish. This table of course goes whereever the object goes and is accessible through dot notation.

I use this profusely, especially with my actors. This way I can tack on actor characteristics (i.e.: agression level, strength, sight distance, etc) and refer to these characteristics later in the code.