Sun, Dec 1, 3:26 AM CST

Renderosity Forums / Poser Python Scripting



Welcome to the Poser Python Scripting Forum

Forum Moderators: Staff

Poser Python Scripting F.A.Q (Last Updated: 2024 Sep 18 2:50 am)

We now have a ProPack Section in the Poser FreeStuff.
Check out the new Poser Python Wish List thread. If you have an idea for a script, jot it down and maybe someone can write it. If you're looking to write a script, check out this thread for useful suggestions.

Also, check out the official Python site for interpreters, sample code, applications, cool links and debuggers. This is THE central site for Python.

You can now attach text files to your posts to pass around scripts. Just attach the script as a txt file like you would a jpg or gif. Since the forum will use a random name for the file in the link, you should give instructions on what the file name should be and where to install it. Its a good idea to usually put that info right in the script file as well.

Checkout the Renderosity MarketPlace - Your source for digital art content!



Subject: dynamic cloth (seperating by material)


ice-boy ( ) posted Sun, 23 October 2011 at 4:48 PM · edited Thu, 28 November 2024 at 2:50 PM

i have some questions.i have a dynamic cloth. i already calculated the dynamic cloth. so its animated in the scene on an object.

i have more then one material on this cloth.
could we writte a python script that would seperate the cloth based on the material or vertex groups?

 so i am asking if it would be possible to seperate the cloth into two cloth objects. based on the material.

 thank you


PhilC ( ) posted Sun, 23 October 2011 at 6:04 PM

You can do that using the grouping tool.

Create new group.
Assign material to group.
Repeat for other material(s)
Spawn props.

Hope that helps.


bagginsbill ( ) posted Sun, 23 October 2011 at 6:24 PM

State the problem, not your solution, ice boy. Engineers will give bad answeers because your question is misleading. Here is the problem. He has a mesh where all parts are needed for a simulation, but some parts are undesirable for rendering. How do you perform the simulation and then make part of it invisible. That is the problem. Now constraints on the solution. Transparency on the undesired polygons is a non starter. One, it is slow to render. Two, there are various buggy versions of Poser that will not let light through the transparency with the same results as would be if the polygons were invisible or simply did not exist. So, now offer solutions. It was brought up that moving the undesired polygons to a new group or actor or whatever would permit retention of the dynamics as well as setting visible to off on these polygons. He wants to know how to do that. Is that possible. I do not know.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


nruddock ( ) posted Sun, 23 October 2011 at 8:44 PM

Quote - Transparency on the undesired polygons is a non starter. One, it is slow to render.

But is the only solution that doesn't alter the geometry.
Altering the geometry in any except adding materials or groups will require redoing the setup and simulation (because you'd be starting with a new object).

Quote - It was brought up that moving the undesired polygons to a new group or actor or whatever would permit retention of the dynamics as well as setting visible to off on these polygons.

Visibility only applies to actors in a figure, or a whole prop (while a prop can have groups, for visibility purposes only the prop itself can be affected).


bagginsbill ( ) posted Sun, 23 October 2011 at 9:24 PM · edited Sun, 23 October 2011 at 9:26 PM

Yes we know that. The person suggesting the visiblity option suggested to ice-boy that if he could get those polygons to move to a new group, he could then use the actor visibility. Yes that's a change to the geometry. The requirement is asking for a change to the geometry that preserves the calculated dynamic.

So - is there no way to move the polygons out of the group while preserving the simulation? I consider it theoretically possible, because the polygons are not in the simulation - the vertices are.

 


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


ice-boy ( ) posted Mon, 24 October 2011 at 3:13 AM

thanks for the help.

i was trying with morphs. but it didnt work how i imagined.

 

so i was now thinking if with python we could writte a script that would seperate it based on materials. or at least make it invisible for rendering .

 

 

 

 


markschum ( ) posted Mon, 24 October 2011 at 8:32 AM

cant you use the grouping tool , and allocate all the polygons you want to hide to a new material, then make that material transparent ?


ice-boy ( ) posted Mon, 24 October 2011 at 9:12 AM

i would love the use the grouping tool if the dynamic would not be deleted.

 

the question is can it ;) hehehe


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.