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When you’re using Get Closest Locations, positions are local. That is, they are relative to the local coordinate system of the object that “owns” the ICE tree. The input Position is in local coordinates, so in most cases, (0, 0, 0) will do fine. And if you use the output locations to get positions, those positions will be in the local coordinate system of the ICE tree owner.
Hat tip: Gray, who has posted this several (many?) times over the years.
The Lego Movie: Behind the Scenes and How They Made the Movie
from sipyutils import si # win32com.client.Dispatch('XSI.Application') from sipyutils import log # LogMessage from sipyutils import C # win32com.client.constants from sipyutils import disp # win32com.client.Dispatch si = si() def dispFix( badDispatch ): import win32com.client.dynamic # Re-Wraps a bad dispatch into a working one: return win32com.client.dynamic.Dispatch(badDispatch) oLight = si.Selection(0) #import win32com.client oDisconnected = disp( "XSI.Collection" ) if oLight.IsClassOf( C.siLightID ): for oShader in oLight.GetAllShaders(): oOut = dispFix( oShader.Parameters( "out" ) ) if oOut.Targets.Count == 0: oDisconnected.Add( oShader ) log( oDisconnected.GetAsText() )
Hat tip: Matt Lind, who provided the GetAllShaders answer to the question “how to get all shaders in a light, even the disconnected ones”
Dividing an integer N by itself doesn’t always give you 1.
I think it’s a problem in the Divide by Scalar node (the division is probably returning a scalar like 0.99999999, and then that is truncated to zero when it is converted to an integer).
The future of 3d animation began 14 years ago on this day, Jan 17th. Was it worth the wait?
Teaser from http://www.3dwillneverbethesame.com