
schellicon
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Plants Library
Posts posted by schellicon
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any news when it will be released ?
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Wow that was fast!!
and yeah getnumparentpath and GetParentPath i have missunderstood.
thank you for implementing this for us!!
of course i would be happy to get the update
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Hi Eduard,
i attached a simple growfx example and the script to test
My Test Scene is nothing special , it`s just to see something.
Max file is a 2022 Version and growfx is a version 2 install.
i also tested everything with some libary plants , but got the same result
yours
Schellicon
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everything is working, exept <growfx>.<path>.<distributor>.GetParentPath
it throws an error :
-- Known system exception
-- ########################################################################
-- Address: 0xcdce2de8; nCode: 0x00000000C0000005
-- Desc: EXCEPTION_ACCESS_VIOLATION The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
-- Read of Address: 0x0000000000000018
-- ########################################################################
-- MAXScript callstack:
-- thread data: threadID:35040
-- ------------------------------------------------------
-- [stack level: 0]
-- In top-level
-- ########################################################################
-- C++ callstack:
-- (GrowFX_old): (filename not available): LibVersion
-- (GrowFX_old): (filename not available): LibVersion
-- (MAXScrpt): (filename not available): Generic::apply
-- (MAXScrpt): (filename not available): CodeTree::eval
-- (MAXScrpt): (filename not available): SourceFileWrapper::eval
-- (MAXScrpt): (filename not available): IsMAXScriptListenerInViewport
-- (USER32): (filename not available): ScreenToClient
-- (USER32): (filename not available): ScreenToClient
-- (USER32): (filename not available): ScreenToClient
-- (USER32): (filename not available): CallWindowProcW
-- (USER32): (filename not available): CallWindowProcW
-- (UIControls): (filename not available): (function-name not available)
-- (UIControls): (filename not available): (function-name not available)
-- (USER32): (filename not available): CallWindowProcW
-- (USER32): (filename not available): DispatchMessageW
-- (USER32): (filename not available): IsDialogMessageW
-- (3dsmax): (filename not available): XMLAnimTreeEntry::GetUnique
-- (3dsmax): (filename not available): Frustum::operator=
-- (Qt5Core): (filename not available): QObject::qt_static_metacall
-- (Qt5Core): (filename not available): QEventDispatcherWin32::preProcessNativeEvent
-- (Qt5Core): (filename not available): QEventDispatcherWin32::processEvents
-- (qwindows): (filename not available): qt_plugin_query_metadata
-- (Qt5Core): (filename not available): QEventLoop::exec
-- (Qt5Core): (filename not available): QCoreApplication::exec
-- (3dsmax): (filename not available): Frustum::operator=
-- (3dsmax): (filename not available): NodeAndAnims::SetNode
-- (3dsmax): (filename not available): UtilGfx::InitRectIPoint3
-- ########################################################################however...but i don`t know , i think we don`t need it,
because:
<growfx>.<path>.<distributor>.GetParentPathIndex index
gets the path index.. so :<growfx>.getpath index gets the reference
so i think you can remove <growfx>.<path>.<distributor>.GetParentPath
Thank you for your fast help!!!
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Hi Eduard,
This is looking fine to me.
I`m working with 3dsmax 2022
Thank you for this fast response!!
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would be nice to have that , then i can finish my script and don`t need to make a suboptimal workaround
Thanks!!
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in Grow Fx 1.9.9
is there a script way to get the path to which distributer path is assigned to ?
something like :
($.getPath 2).PathPosDistr_01.PARAMETER_Path_Position .name / .pathnumber
yours
Schellicon
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Perfekt!! i know working with nodes is different , but script access makes your plugin more powerfull and even more complete!!
thank you Eduard
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didn`t test it very well till now, but i was able to import high resolution trees, in my test i had very good performance
tested with a 1,5 mill poly tree done 400 instances.
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i found a solution to get the pivots and some suboptimal Pivot orientation , which i`m able to export to unreal !!
now testing and fixxing things...
i need access to the visibility of a path..
is there any script access function for this?
some of my cylinder meshbuilders have parent thickness, if i disable them i have another result... visibility access would fix this
(using the old growfx )
additional in grow fx2 is there any posibility to get acccess to those nodes?
$.getNumPaths()
$.getMeshBuilder 1 1
and all these good things are gone :((
thanks
yours schellicon
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On 11/22/2016 at 7:44 PM, Eduard said:Yet I have one question:If you have a long branch that must be bent by the wind, how should behave the leaves that are tied to it? The pivot of the branch will not change, it only bend, as a result, all leaves that are tied to this branch will remain at the same places.
this is happening inside UE!
all what UE needs is the pivot position of each path and the index of the parent , also xVector ,which are created with the UE Pivot Painter script .
the script only creates 2 maps, which you have to input in unreal.
Those values are stored static , means not animated, like a pose for character animating
about your script , i also get errors, but if you disable cache and activate autoupdate also put a editmesh modifier on top of growfx , you will get no errors anymore.
but the pivots are the same like using the explode mesh to objects , which is far the more performant method
the UEscript can re - set the pivots , but they are set not in an identical ideal way, building a hierachy is perhaps possible with a script and intersection testing (checking atm)
it would be nice if we had a Utility /script tool to extract those information to those 2 maps (export from growfx) , like the PivotPainter 2 script does..
(i attached the script from epic games for you)
I`m shure, when Ue 5 comes out, Ue will come much bigger and used in the market... would be nice to have compatiblity.
Doing this manually is just pain
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any news when it will be released ?
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just saw the black friday sales, there is nothing to read about Maintenance!
my growfx 2 Maintenance ends tomorrow, if i rebuy(not extend) i have no Maintenance anymore?
is this correct(cause i only need Individual License with updates-working alone)?
or is there the growfx 2 not included?
i`m confussed....nothing to read there..
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i had the same problem with some growfx file , i merged them into a new file and resaved it , after that it didn`t crash anymore while loading
also using vray 5 and 3dsmax 2021
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On 10/20/2020 at 5:49 PM, cb2000 said:
Ok, it looks like when a new scene is opened all animated tree disappear from itoo.
How to reproduce the bug:
1. Cache animated tree,
2 Add them as custom object to itoo
3. save the scene and exit max.
4. Open the scene and you'll see itoo doesn't have trees in the scene anymore like they disappeared.
5. Open itoo and delete all custom objects and readd trees again. (sometimes uncheck Cache on readd trees and then reenable cache)
just did a small test & everything was working with no errors (forrest --> animation->follow Geometry used)
in my test i cached everything to 1 file
about wind, i would use the ereaser direction modifier in each path to simplify your tree for faster simulation time
when everything looks fine , just disable it and test the whole tree
do not forget to animate the Phase!
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using the name you should name it
gfx = $`growfx001`
if you have spaces in your name, you get errors without those Grave key ( ` )
another way is:
q=getcurrentselection()
then your selection is saved to your varialble q (examplename, you could name it something else), this is much faster than working with your selection ($ == selected object)
you also have also access to your object if you haven`t select it.
for example if you have a sphere
q.radius gives you the sphere radius.
to get the posibilities what commands you can do without looking into help
you can use:
show q
then you get printed out a list of commands available, but growfx do not show it`s functions, like the others do and not everything is implemented (like those affect thingys)
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... would be cool if both will be installed.....
hope that fixes are not important for the rendernode ?
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48 minutes ago, Eduard said:
I'm missing the cache file that you've set there.
Maybe this is the problem?this i cannot uncheck because it crashes, but after merge it is checked and working, also if i uncheck... i can load the file in both states
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since the rendernode installation is not fixxed , and some bugfixxes are done at 1.9.9.9 how to install best?
copy growfx_old.dlo from main workstation to the rendernode? or do i have license problems then , because it`s not the rendernode version?
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converting has a little different path length , giving a chain reaction cross the pathes (of cause affection distibution points), but deformation looks from what i see the same ( till now
)
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hmm if i open it in max , it crashess(v2021)
if i merge it, everything is ok.
converting works also here
loading merged resaved file also worked, just wondered...
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this is also one from the libary , but cleaned and resaved some time ago
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took some time to be able to test (running Projects), but today i had some time:
Most of the trees are loading and converting, but are still a bit different after convertion
others crash max while loading the max file...
just realized : those plants crash also in the 1.9.9.9 (non beta), don`t know in which version & max version they are created ... but they loaded in these days without error!
Merging them fixed the crash.... resave the max file after merging also fixed the loading crash.. (also tested in beta)
also realized connecting those direction modifiers to the left side of a path(non after mesh modifier) , gives me the old line visualisation back, which is great.
growfx for 3dsmax2023
in For GrowFX 2.0 questions
Posted
perfect
thanks!!!