T-Gen 2 for XSI


simartom 官網
http://www.simartom.com/

相關討論..還有影片可以看喔...
http://forums.cgsociety.org/showthread.php?f=59&t=788253



幾個好看的卡通...

美術跟風格都超強的...













Kristinka 出現了....用 XSI ICE 創造 hair ...



傻了..繼 ICE 流體之後..真得出現了..ICE hair
官方的範例做得很差說...這個有屌到....不只結點大放送.還做好了幾個髮型給你用..真是糾甘心...
控制造型的方式很奇妙...研究研究在跟大家說...

Kristinka
Mathaeus releases a set of ICE nodes that allows to create hair with ICE.

http://www.xsibase.com/forum/index.php?board=29;action=display;threadid=39513

http://www.matkovic.com/anto/kristinka-hair.htm

emPolygonizer v.1.0



即時做物體 metaballs 的效果 可以產生在物件 . null 最重要的可以支援 ICE 產生的 Particles 讚讚讚... 這樣就可以做相當多的效果了....用 demo 版就已經相當不錯了 可是好像有面數的限制...可是基本上就已經夠用了...

介紹裡面有影片可以看看...
http://www.mootzoid.com/html/XsiCorner/emPolygonizer.html

XSI ICE data 抓 group 物件的數量的值來用

Get Array Size

Tool > Array > Get Array Size

Outputs the number of elements contained in the specified input array.


恩恩..先說這只是方法沒有應用(...還沒想到...)所以.有興趣的再看...


好啦..先看看場景..有個 Null 當作發射的 emit
左邊有 6 個 cube 有用 Group 組起來....




在接下來看看 pointCloud 的 Icetree
在 Emit 有接上一個 Filter by Particle IDs 可以給他 Particle ID 的數字這樣他就只會發射所設定的 Particle ID 的那顆 Particle 場景中給的值是 3 所以場景中所發射的 Particle 就是 Particle ID "3" 的那一個




接下來..要將 3 換成 Get data
Get data 要抓的資料是 Group > Rule 之後將 data 連到 Particle ID 1 ...




看起來這樣連應該就是正確了.可是好像不是這麼一回事 發射的分子並不是 ID6 ( Group 中有 6 個物件 ) 看一下所輸入的值是 0 而且還有 6 個 0 ...
....恩 .??.. 有 6 個 0 好像就是我們要的物件數量.. 那要如何將 6 個 0 轉成我們要的值 "6" 就好....




在中間加入 Get Array Size 這樣就可以轉換陣列的值 這下就是我們要的 "6" 啦...搞定.....


哦..這要用在哪邊喔...這........唉由......我想想.....

左岸咖啡館。用耳朵聽到咖啡香氣

恩恩..如果有人知道這廣告音樂的請留言給我..謝謝拉..




新世紀便當戰士



我的媽阿.太好笑了...

蝦米 史艷文、藏鏡人是親兄弟

這樣說搞不好柯博文跟密卡登也是....

新聞在這...

http://n.yam.com/tlt/garden/200907/20090709077210.html

黃俊雄 全國巡演揭秘


〔記者黃淑莉/雲林報導〕四十年恩怨情仇,竟然是兄弟鬩牆!二○○九黃俊雄布袋戲全國巡演不僅讓死對頭藏鏡人與史艷文大和解,同時也解開主角身世之謎,原本正邪不兩立的兩人竟是失散多年的親兄弟。


以台語發音的黃俊雄布袋戲「雲州大儒俠」四十年前在電視播出,戲中主角史艷文、藏鏡人大受歡迎,曾締造全台高達九十%以上的收視紀錄,至今無人能破,因為每天中午全國民眾都趕回家收看,民國六十二年遭政府以「影響農工作息」為由禁播。

黃俊雄回憶指出,其實當年沒有真的下令「禁播」,而是停播。因為當時的文化工作委員會主委秦孝儀、秘書長宋楚瑜等人,認為台語劇播出與當時推行國語運動有衝突,要求電視台審劇本,通過才能拍,但每次送劇本都不過,最後只好停播。

兩主角 長相溫文儒雅

由於劇中萬惡罪魁藏鏡人,始終蒙面,黃俊雄特別請刻偶師雕刻藏鏡人戲偶,並公開露臉,顛覆外界對壞人長相凶惡印象,其廬山真面目原來是濃眉大眼、鼻樑挺拔的白面書生,溫文儒雅不輸史艷文,而且與史艷文長相極為相似。

黃俊雄透露,當年因中原與交趾國戰事不斷,兵荒馬亂中失散,年幼的藏鏡人被交趾國人抱回交趾國,藏鏡人的養父後來做了交趾國邊關守將,在戰爭中被史艷文的父親斬頭,而史父也在戰爭中失蹤,二人不共戴天之仇在布袋戲世界翻滾了數十年。

黃俊雄指出,這次全國巡演劇本是女兒黃鳳儀編纂,延續上次最後演出,史艷文被藏鏡人打落萬丈深淵、生死未卜,這次會有新角色「乞丐皇帝呂望生」,乞丐身皇帝嘴,很會罵人、講什麼都應驗,秦假仙猜測該人就是失蹤的史艷文!

到底「乞丐皇帝呂望生」是不是史艷文?黃俊雄說,謎底當然要保留到現場觀看才揭曉。

藏鏡人 最後改邪歸正

黃俊雄說,更勁爆的是,「中國強」是史艷文的父親,且發現藏鏡人身上有與史艷文一模一樣的特徵,向二人暗示彼此其實是親兄弟。

至於藏鏡人最失意時,包括妻子「女暴君」等人都背叛他,令他體驗人間冷暖,最後改邪歸正,與宿敵和解。

黃俊雄表示,布袋戲口白大都說忠道孝,觀眾若聽不懂台語,可能無法對劇情產生共鳴,為吸引年輕族群,演出現場不僅架設電視牆,且演戲台會有字幕,戲偶也以電視劇用的大戲偶,不僅中年以上的戲迷可重溫當年情景,相信年輕戲迷也會看得意猶未盡。

MT StrandNodes



Hey Leute,

hier ist der Link zu einem neuen Addon fuer XSI 7.01 / Autodesk Softimage 7.5. Verfuegbar fuer Windows 32 und 64 Bit.


Das Plugin enthaelt:
1. Neue ICENode mt_strandFitting.
2. Einen neuen Meshgenerator um aus Strands Geometrie zu erzeugen.
3. Eine Menge Compounds, hauptsaechlich fuer Strands.

Ausserdem habe ich ein Sample-Projekt beigelegt, welches die Funktionen anschaulich macht.

Vielen Dank an die fleissigen Tester!

Hier ein paar Beispiele.

MT StrandNodes 2.6 + Sample Project




恩..其實這算是之前的事了..我也忘記我有沒有貼過..就再貼一次....
有人很佛心丟出了很多用 ice 製作的場景...有興趣的可以下載來研究研究...

After coming back from FMX convention last week I got a couple of emails asking for the sample scenes I showed at fmx. So here they are:

http://217.160.138.15/helge/ice/ice_tutorials _part1.zip

The project also includes two addons, which are necessary for the scenes. To get the scenes to work please
FIRST INSTALL THE ADDONS from the ADDONS subfolder of the project before OPENING THE SCENES.

1. The static instancer addon, with which you can create actual geometry out of particle instances
2. The StrandNodes addon, which has a couple of compiled nodes for strand simulation as well as a huge load of compounds for that purpose.

I extended on the strandnodes addon, to make it work with Softimage’s Hair, so there is a new toolbar (MT StrandNodes), with which you can quickly connect ICE to existing hair to do simulation with it. That way you can still use the hair styiling tools (brushes, combing etc) but animate / simulate using strands. Additionally I added a new dropdown entry on the “task” tab on the ice tree, called “Hair” which hosts all of the corresponding compounds.

I added sample scenes for strand simulation, hair simulation, two crowd setups, some ice based deformers, states driven setups such as a tree and the motion graphics content shown at FMX. Some scenes are well documented, others aren’t. So please don’t ask for a further explanation of the scenes, I won’t have time for that. If they are helpful to you, great, if they aren’t, nevermind. :)

100 ICE Compounds

轉載至 www.xsibase.com

100 ICE Compounds
100 ICE compounds and XSI scene files for download. here the list of compoundes included.



-Compounds-
--Arrays--
Build Array from Per Point Data
Build Index Array
Build Linearly Interpolated Array
Find Closest in Array
Get Array Maximum 2
Get Array Minimum 2
Move in Array
Rebuild Array
Reverse Array
Select SubArray in Array
------------------------

--2D arrays--
Build 2D Array
Calc Sub Array Size
Get 2D Array Size
Get 2D SubArray Size
Initialize 2d Array
Pop SubArray from 2D Array
Push SubArray on 2D Array
Resize Array in 2D Array
Select Array in 2D Array
Select SubArray in 2D Array
Set SubArray in 2D Array
------------------------

--Curves--
Bezier4
Bezier5
Curve Distance to Curve Location
Curve Location to Curve Distance
Curve Location to Normalized U
Fitted Bezier Curve
Normalized U to Curve Location
------------------------------

--Debugging--
Build Arrow
Build Capsule
Build Circle
Build Cross
Build Debug Grid
Build Rectangle
Build Sphere
Build Square
Display Arrow
Display Line
Display Point
-------------

-Deformation-

--Effects--
Transform Mesh
Turbulize Mesh
--------------

--Hull Deformer--
Deform by Hull
Find Hull Surface Point
-----------------------

--Skinning--
Calculate Deformer Weights
Cleanup Painted Weights
Dual Quaternion Deformation
----------------------------

--Verlet--
Apply Surface Stiffness
Blend Verlet Effect
Correct Edge Lengths
Inflate Volume
Init Verlet Geometry Data
Move Points Outside Geometry
Pin Point to Position
Simulate Mesh using Verlet Integration
Verlet Framework
----------------

--Forces--
Add Verlet Force
Add Verlet Forces
Restitution Force
Verlet Drag Force
Verlet Wind Force
-----------------

--Execution--
Execute Once
Repeat with Counter
While with Counter
------------------

--Geometry Queries--
Reinterpret Location on New Geometry
------------------------------------

--Math--
LawOfCos
Limit Vector Length
Quaternion nlerp
WorleyNoise
-----------

-Particles-

--Emission control--
Filter by Particle IDs
Offset Particle From Emitter
----------------------------

--Getters--
Get Location by Raycast
Get Next Particle Position
Get Next Particle
Get Particle Speed
Get Particle Transform
Get Prev Particle Position
Get Prev Particle
-----------------

--Setters--
Set Particle Transform
----------------------

--Simulation--
Simulate Particles
------------------

--Strands--
Curl Strand
Display Strand Shape
Get Strand Length
-----------------

--Strand Dynamics--
Add Strand Force
Add Strand Forces
Constrain To Guide Hairs
Curl Strand
Emit Filler Strands
Emit Strands
Init Strand Dynamics
Shape Strand With Curve
Simulate Strand using Verlet Integration
Stick Particle to Emit Location
Strand Drag Force
Strand Dynamics Framework
Strand Gravity Force
Strand Length Bidirectional Constraint
Strand Length Constraint
Strand Stiffness
----------------

--Tests--
Test Animated Value
Test Particle ID
----------------

-Scenes-
Accessing Curves by Distance
Display Circle
Display Strand Shape
Fit Hermite Curve
Hair
Hull Deformer
Worley Noise
------------

##EasyReadMore##