Jump to content

schellicon

Members
  • Posts

    39
  • Joined

  • Last visited

Posts posted by schellicon

  1. 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!!!

     

     

     

  2. 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

  3. 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

     

     

     

    PivotPainter2.ms

  4. 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..

  5. 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!

  6. 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)

     

     

     

  7. 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.

×
×
  • Create New...