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<channel>
	<title>Chris Chia</title>
	<atom:link href="http://chrischia.info/blog/?feed=rss2" rel="self" type="application/rss+xml" />
	<link>http://chrischia.info/blog</link>
	<description>Programs are for the better...</description>
	<lastBuildDate>Mon, 14 May 2012 14:09:51 +0000</lastBuildDate>
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			<item>
		<title>Softimage Tip #12: Getting the Softimage version from a particular .scn file.</title>
		<link>http://chrischia.info/blog/?p=365</link>
		<comments>http://chrischia.info/blog/?p=365#comments</comments>
		<pubDate>Mon, 14 May 2012 14:09:51 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Python in SI]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=365</guid>
		<description><![CDATA[Version Name: Softimage 2013
Version No: 11.0.525.0
Topic: ICE
Subtopic: Topology
Difficulty Level: 

The following python code checks and returns the Softimage version from which a particular .scn file is created.
They have been modified from Stephen Blair&#8217;s and Jeremie Passerie&#8217;s solution.

import os
import xml.etree.ElementTree as etree

def scene_version(PATH_OF_THE_SCN):
	version = ""
	if os.path.exists(PATH_OF_THE_SCN+"toc"):
		tree = etree.parse(PATH_OF_THE_SCN+"toc")
		root = tree.getroot()
		version = root.get("xsi_version")
	else:
		p = subprocess.Popen( 'printver %s' [...]]]></description>
			<content:encoded><![CDATA[<p>Version Name: Softimage 2013<br />
Version No: 11.0.525.0<br />
Topic: ICE<br />
Subtopic: Topology<br />
Difficulty Level: <a href="http://chrischia.info/blog/wp-content/uploads/2012/04/level2.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/level2.gif" alt="" title="level1" width="59" height="7" class="alignnone size-full wp-image-265" /></a><br />
<br/><br />
The following python code checks and returns the Softimage version from which a particular .scn file is created.<br />
They have been modified from <a href="http://xsisupport.wordpress.com/2012/05/12/checking-the-version-used-to-create-a-scene/">Stephen Blair&#8217;s</a> and <a href="http://groups.google.com/group/xsi_list/browse_thread/thread/0048f3f59dc20a16/411ffdbeb984202c?show_docid=411ffdbeb984202c">Jeremie Passerie&#8217;s</a> solution.</p>
<pre>
import os
import xml.etree.ElementTree as etree

def scene_version(PATH_OF_THE_SCN):
	version = ""
	if os.path.exists(PATH_OF_THE_SCN+"toc"):
		tree = etree.parse(PATH_OF_THE_SCN+"toc")
		root = tree.getroot()
		version = root.get("xsi_version")
	else:
		p = subprocess.Popen( 'printver %s' % PATH_OF_THE_SCN, stdout=subprocess.PIPE )
		stdout = p.stdout.readlines()
		version = stdout[-1].split(':')[1].lstrip().rstrip()
	return version

print scene_version("C:\\Users\\ChrisChia\\Documents\\softimage\\projects\\ice_test\\Scenes\\point_index_to_location2012.scn")
</pre>
]]></content:encoded>
			<wfw:commentRss>http://chrischia.info/blog/?feed=rss2&amp;p=365</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Softimage Tip #11: Create Copies from Polygon Mesh Ice Node</title>
		<link>http://chrischia.info/blog/?p=355</link>
		<comments>http://chrischia.info/blog/?p=355#comments</comments>
		<pubDate>Sat, 05 May 2012 15:26:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=355</guid>
		<description><![CDATA[Version Name: Softimage 2013
Version No: 11.0.525.0
Topic: ICE
Subtopic: Topology
Difficulty Level: 
I am going to show how to use the Create_Copies_from_Polygon_Mesh ice node.
Here&#8217;s a simple example:
1. Create a grid (grid).
2. Create a texture projection on grid.
3. Connect an image to the diffuse color of the material.
4. Create an ice tree for grid.
5. Create ice tree for grid [...]]]></description>
			<content:encoded><![CDATA[<p>Version Name: Softimage 2013<br />
Version No: 11.0.525.0<br />
Topic: ICE<br />
Subtopic: Topology<br />
Difficulty Level: <a href="http://chrischia.info/blog/wp-content/uploads/2012/04/level2.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/level2.gif" alt="" title="level1" width="59" height="7" class="alignnone size-full wp-image-265" /></a><br />
<br/>I am going to show how to use the Create_Copies_from_Polygon_Mesh ice node.<br />
Here&#8217;s a simple example:<br />
1. Create a grid (<em>grid</em>).<br />
2. Create a texture projection on <em>grid</em>.<br />
3. Connect an image to the diffuse color of the material.<br />
4. Create an ice tree for <em>grid</em>.<br />
5. Create ice tree for <em>grid </em>. See below:<br />
<a href="http://chrischia.info/blog/wp-content/uploads/2012/05/20120505_create_copies_from_polygon_mesh.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/05/20120505_create_copies_from_polygon_mesh-300x168.gif" alt="" title="20120505_create_copies_from_polygon_mesh" width="300" height="168" class="alignnone size-medium wp-image-356" /></a><br />
<span id="more-355"></span><br />
6. Create another grid (<em>grid1</em>).<br />
7. Create ice tree for <em>grid1</em>. See below:<br />
<a href="http://chrischia.info/blog/wp-content/uploads/2012/05/20120505_create_copies_from_polygon_mesh_1.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/05/20120505_create_copies_from_polygon_mesh_1-300x168.gif" alt="" title="20120505_create_copies_from_polygon_mesh_1" width="300" height="168" class="alignnone size-medium wp-image-357" /></a></p>
<p>8. Expand grid1 in the explorer window. Create a localised material for grid1.<br />
9. Click on the connection plug of diffuse and choose the right Texture Projection and image.<br />
<a href="http://chrischia.info/blog/wp-content/uploads/2012/05/20120505_create_copies_from_polygon_mesh_2.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/05/20120505_create_copies_from_polygon_mesh_2-300x168.gif" alt="" title="20120505_create_copies_from_polygon_mesh_2" width="300" height="168" class="alignnone size-medium wp-image-358" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Softimage Tip #10: IceAttribute GetDataArrayChunk in SI2013</title>
		<link>http://chrischia.info/blog/?p=343</link>
		<comments>http://chrischia.info/blog/?p=343#comments</comments>
		<pubDate>Thu, 03 May 2012 13:57:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Python in SI]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=343</guid>
		<description><![CDATA[Version Name: Softimage 2013
Version No: 11.0.525.0
Topic: ICE
Subtopic: Topology
Difficulty Level: 
Here&#8217;s a quick example on how to use GetDataArrayChunk of the IceAttribute Object in Softimage 2013:

si = Application

def getCloudData(obj, attName, index):
	pc = si.Dictionary.getObject(obj)
	geo = pc.ActivePrimitive.Geometry
	pp = geo.GetICEAttributeFromName(attName)
	data = pp.GetDataArrayChunk( 0, index+1 )
	j = 0
	for i in data:
		if j==index:
			si.logmessage(str(i.X) + " " + str(i.Y) + " " [...]]]></description>
			<content:encoded><![CDATA[<p>Version Name: Softimage 2013<br />
Version No: 11.0.525.0<br />
Topic: ICE<br />
Subtopic: Topology<br />
Difficulty Level: <a href="http://chrischia.info/blog/wp-content/uploads/2012/04/level1.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/level1.gif" alt="" title="level1" width="59" height="7" class="alignnone size-full wp-image-265" /></a><br />
<br/>Here&#8217;s a quick example on how to use GetDataArrayChunk of the IceAttribute Object in Softimage 2013:</p>
<pre>
si = Application

def getCloudData(obj, attName, index):
	pc = si.Dictionary.getObject(obj)
	geo = pc.ActivePrimitive.Geometry
	pp = geo.GetICEAttributeFromName(attName)
	data = pp.GetDataArrayChunk( 0, index+1 )
	j = 0
	for i in data:
		if j==index:
			si.logmessage(str(i.X) + " " + str(i.Y) + " " + str(i.Z))
			return(i.X, i.Y, i.Z)
		j = j + 1
	return(0, 0, 0)

getCloudData("pointcloud", "PointPosition", 500)
</pre>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Softimage Tip #09: Pedestrian Crowd only takes 3 Action Sources in Softimage 2013</title>
		<link>http://chrischia.info/blog/?p=337</link>
		<comments>http://chrischia.info/blog/?p=337#comments</comments>
		<pubDate>Wed, 02 May 2012 13:53:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[ICE Crowd]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=337</guid>
		<description><![CDATA[Version Name: Softimage 2013
Version No: 11.0.525.0
Topic: ICE
Subtopic: Crowd
Difficulty Level: 
The Pedestrian Crowd in Softimage 2013 currently only supports 3 Animation Action Sources.
Hence, if you have imported more than 3 animation sources when you first loaded your model (for crowd setup), the crowd simulation only takes the 1st 3 inputs of the &#8220;Get Pedestrian_Mesh Animations&#8221; node.

Hint: [...]]]></description>
			<content:encoded><![CDATA[<p>Version Name: Softimage 2013<br />
Version No: 11.0.525.0<br />
Topic: ICE<br />
Subtopic: Crowd<br />
Difficulty Level: <a href="http://chrischia.info/blog/wp-content/uploads/2012/04/level1.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/level1.gif" alt="" title="level1" width="59" height="7" class="alignnone size-full wp-image-265" /></a><br />
<br/>The Pedestrian Crowd in Softimage 2013 currently only supports 3 Animation Action Sources.<br />
Hence, if you have imported more than 3 animation sources when you first loaded your model (for crowd setup), the crowd simulation only takes the 1st 3 inputs of the &#8220;Get Pedestrian_Mesh Animations&#8221; node.<br />
<a href="http://chrischia.info/blog/wp-content/uploads/2012/05/20120502_crowdfx_3inputs.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/05/20120502_crowdfx_3inputs-300x168.gif" alt="" title="20120502_crowdfx_3inputs" width="300" height="168" class="alignnone size-medium wp-image-339" /></a></p>
<p>Hint: if you have only imported 2 or less inputs for the animation sources, you can always reuse the same animation source for the 3 inputs. But make sure that the excess input ports are removed.<br />
<a href="http://chrischia.info/blog/wp-content/uploads/2012/05/20120502_crowdfx_1input.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/05/20120502_crowdfx_1input-300x168.gif" alt="" title="20120502_crowdfx_1input" width="300" height="168" class="alignnone size-medium wp-image-338" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Softimage Tip #08: Python Imaging Library (PIL) for Softimage 2013</title>
		<link>http://chrischia.info/blog/?p=332</link>
		<comments>http://chrischia.info/blog/?p=332#comments</comments>
		<pubDate>Wed, 02 May 2012 12:53:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Python in SI]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=332</guid>
		<description><![CDATA[Installing Python Imaging Library (PIL) for Softimage 2013 can be quite tricky.
Here&#8217;s a workflow on how to get it to work for Softimage 2013 x64.
Softimage 2013 is shipped with Python 2.6 and hence you have to find the right PIL for it.
If you are running Softimage 2013 x86, then you can get PIL (32bit) from:
PIL [...]]]></description>
			<content:encoded><![CDATA[<p>Installing Python Imaging Library (PIL) for Softimage 2013 can be quite tricky.</p>
<p>Here&#8217;s a workflow on how to get it to work for Softimage 2013 x64.<br />
Softimage 2013 is shipped with Python 2.6 and hence you have to find the right PIL for it.<br />
If you are running Softimage 2013 x86, then you can get PIL (32bit) from:<br />
<a href="http://www.pythonware.com/products/pil/">PIL (32bit)</a></p>
<p>However if you are running Softimage 2013 x64, then you&#8217;ll have to get PIL (64bit).<br />
Christoph Gohlke from University of California, Irvine, has recompiled and released PIL for 64bit.<br />
You can download it from:<br />
<a href="http://www.lfd.uci.edu/~gohlke/pythonlibs/">PIL (64bit)</a></p>
<p>You also have to make sure that your computer sees Python 2.6 in your registry before you can even install it.<br />
If you need help in installing PIL on computer which does not have Python 2.6 (which is needed for Softimage 2013) and you have no intention in installing a standalone Python (apart from the one which is shipped in Softimage 2013),<br />
you can find a tutorial guide <a href="http://xsisupport.wordpress.com/2011/03/19/">here</a></p>
<p>Lastly, you need to make sure that you add the python system path to the right folder directory.</p>
<p>I did a quick test on PIL and it works on my machine:</p>
<pre>
from siutils import log
import sys
log(sys.path)  #ensure that you can see PIL library folder here

import PIL
import Image, ImageDraw
im = Image.open(&quot;C:\\lena.ppm&quot;)

draw = ImageDraw.Draw(im)
draw.line((0, 0) + im.size, fill=128)
draw.line((0, im.size[1], im.size[0], 0), fill=128)
del draw

im.save(&quot;C:\\ab.png&quot;, &quot;PNG&quot;)&lt;/blockquote&gt;
</pre>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Softimage Tip #07: Textures from Model do not get applied on Crowd?</title>
		<link>http://chrischia.info/blog/?p=317</link>
		<comments>http://chrischia.info/blog/?p=317#comments</comments>
		<pubDate>Mon, 30 Apr 2012 13:38:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[ICE Crowd]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=317</guid>
		<description><![CDATA[Version Name: Softimage 2013
Version No: 11.0.525.0
Topic: ICE
Subtopic: Crowd
Difficulty Level: 

If you were playing with our new feature: Crowdfx in Softimage 2013, you would realise that the crowd does not get the same textures as the actual model.
There is a workaround for now (while waiting for our Dev to work on it):

1. Go to Explorer and [...]]]></description>
			<content:encoded><![CDATA[<p>Version Name: Softimage 2013<br />
Version No: 11.0.525.0<br />
Topic: ICE<br />
Subtopic: Crowd<br />
Difficulty Level: <a href="http://chrischia.info/blog/wp-content/uploads/2012/04/level1.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/level1.gif" alt="" title="level1" width="59" height="7" class="alignnone size-full wp-image-265" /></a><br />
<br/><a href="http://chrischia.info/blog/wp-content/uploads/2012/04/20120430_Crowdfx_texture_problem1.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/20120430_Crowdfx_texture_problem1-300x168.gif" alt="" title="20120430_Crowdfx_texture_problem" width="300" height="168" class="alignnone size-medium wp-image-325" /></a><br />
If you were playing with our new feature: Crowdfx in Softimage 2013, you would realise that the crowd does not get the same textures as the actual model.</p>
<p>There is a workaround for now (while waiting for our Dev to work on it):<br />
<span id="more-317"></span><br />
1. Go to Explorer and expand the Crowd model<br />
2. Expand Actors_Copies group and select your <em>model.Actors_Copies</em><br />
3. Expand the <em>model.Actors_Copies</em> and double click on the Material.<br />
4. A pop-up dialog will prompt you to make a local copy of the shared properties of the material.<br />
5. Choose yes.<br />
6. Right click on the Connection Socket of the <em>color </em>attribute of <em>Diffuse</em>, and select <em>Image</em><br />
7. Under Texture Projection, Choose the right Texture Projection Map.<br />
8. Also ensure that the correct texture is picked.<br/><br />
<a href="http://chrischia.info/blog/wp-content/uploads/2012/04/20120430_Crowdfx_texture.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/20120430_Crowdfx_texture-300x168.gif" alt="" title="20120430_Crowdfx_texture" width="300" height="168" class="alignnone size-medium wp-image-319" /></a><br />
<br/></p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Softimage Tip #06: Add a different model to an existing Pedestrian crowd</title>
		<link>http://chrischia.info/blog/?p=309</link>
		<comments>http://chrischia.info/blog/?p=309#comments</comments>
		<pubDate>Mon, 30 Apr 2012 13:14:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[ICE Crowd]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=309</guid>
		<description><![CDATA[Version Name: Softimage 2013
Version No: 11.0.525.0
Topic: ICE
Subtopic: Crowd
Difficulty Level: 
Assuming you already have a crowd in your scene,
1. Import the new model
2. Apply 3 selected action sources
The new model will be added to the existing crowd.
]]></description>
			<content:encoded><![CDATA[<p>Version Name: Softimage 2013<br />
Version No: 11.0.525.0<br />
Topic: ICE<br />
Subtopic: Crowd<br />
Difficulty Level: <img src="http://chrischia.info/blog/wp-content/uploads/2012/04/level1.gif" alt="" title="level1" width="59" height="7" class="alignnone size-full wp-image-265" /><br />
<br/>Assuming you already have a crowd in your scene,<br />
1. Import the new model<br />
2. Apply 3 selected action sources</p>
<p>The new model will be added to the existing crowd.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Softimage Tip #05: Use a Geometry as a Crowd Emitter</title>
		<link>http://chrischia.info/blog/?p=304</link>
		<comments>http://chrischia.info/blog/?p=304#comments</comments>
		<pubDate>Sun, 29 Apr 2012 13:25:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[ICE Crowd]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=304</guid>
		<description><![CDATA[Version Name: Softimage 2013
Version No: 11.0.525.0
Topic: ICE
Subtopic: Crowd
Difficulty Level: 

Assuming that you have a geometry and a valid model (for crowd), 

Select the geometry
Crowd > Add Emitter from Selection
Simulate > Pedestrian / Stadium Crowd

]]></description>
			<content:encoded><![CDATA[<p>Version Name: Softimage 2013<br />
Version No: 11.0.525.0<br />
Topic: ICE<br />
Subtopic: Crowd<br />
Difficulty Level: <img src="http://chrischia.info/blog/wp-content/uploads/2012/04/level1.gif" alt="" title="level1" width="59" height="7" class="alignnone size-full wp-image-265" /><br />
<br/><a href="http://chrischia.info/blog/wp-content/uploads/2012/04/20120429_crowdfx_add_emitter_from_selection.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/20120429_crowdfx_add_emitter_from_selection-300x168.gif" alt="" title="20120429_crowdfx_add_emitter_from_selection" width="300" height="168" class="alignnone size-medium wp-image-305" /></a><br />
Assuming that you have a geometry and a valid model (for crowd), </p>
<ul>
<li>Select the geometry</li>
<li><strong>Crowd > Add Emitter from Selection</strong></li>
<li>Simulate > Pedestrian / Stadium Crowd</li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Softimage Tip #04: Crowd&#8217;s &#8220;Emit Evenly from Geometry&#8221; PPG</title>
		<link>http://chrischia.info/blog/?p=296</link>
		<comments>http://chrischia.info/blog/?p=296#comments</comments>
		<pubDate>Sun, 29 Apr 2012 12:39:34 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[ICE Crowd]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=296</guid>
		<description><![CDATA[Version Name: Softimage 2013
Version No: 11.0.525.0
Topic: ICE
Subtopic: Crowd
Difficulty Level: 
Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry Property Page

Emit Evenly from Geometry Ice Operator allows user to custom some basic behaviour of Crowd:
Some of the important settings have been circled in red.
1. You can access the PPG from the ice node in the Ice Tree.
2. You can set the number of actors [...]]]></description>
			<content:encoded><![CDATA[<p>Version Name: Softimage 2013<br />
Version No: 11.0.525.0<br />
Topic: ICE<br />
Subtopic: Crowd<br />
Difficulty Level: <img src="http://chrischia.info/blog/wp-content/uploads/2012/04/level1.gif" alt="" title="level1" width="59" height="7" class="alignnone size-full wp-image-265" /><br />
<br/><em>Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry Property Page</em><br />
<a href="http://chrischia.info/blog/wp-content/uploads/2012/04/20120429_crowdfx_emit_evenly_from_geometry_ppg.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/20120429_crowdfx_emit_evenly_from_geometry_ppg-300x168.gif" alt="" title="20120429_crowdfx_emit_evenly_from_geometry_ppg" width="300" height="168" class="alignnone size-medium wp-image-297" /></a></p>
<p>Emit Evenly from Geometry Ice Operator allows user to custom some basic behaviour of Crowd:<br />
Some of the important settings have been circled in red.<br />
1. You can access the PPG from the ice node in the Ice Tree.<br />
2. You can set the number of actors in the crowd in the emission control.<br />
3. You can use a weight map from your geometry emitter to control the place where crowd is created.<br />
4. You can constraint the crowd within the boundary of the emitter.<br />
5. You can set any crowd that is outside the boundary to be removed.<br />
6. You can control the size of the crowd.<br />
7. You can set the initial state of the crowd.</p>
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		<title>Softimage Tip #03: Ice Trees in Crowd Simulation</title>
		<link>http://chrischia.info/blog/?p=274</link>
		<comments>http://chrischia.info/blog/?p=274#comments</comments>
		<pubDate>Sun, 29 Apr 2012 07:17:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[ICE Crowd]]></category>

		<guid isPermaLink="false">http://chrischia.info/blog/?p=274</guid>
		<description><![CDATA[Version Name: Softimage 2013
Version No: 11.0.525.0
Topic: ICE
Subtopic: Crowd
Difficulty Level: 

The following is the list of Ice Trees in a Ice Crowd Simulation:


Crowd/Simulation/Point_Cloud/Shape_Instance_Skinning: This Ice Tree is where the instance shapes get the skinning
Crowd/Simulation/Point_Cloud/Skeleton_Simulation: This Ice Tree transfers the data of the character&#8217;s rig/skeleton to the crowd.
Crowd/Simulation/Point_Cloud/Particle_Simulation: This Ice Tree contains particle data to compute collision [...]]]></description>
			<content:encoded><![CDATA[<p>Version Name: Softimage 2013<br />
Version No: 11.0.525.0<br />
Topic: ICE<br />
Subtopic: Crowd<br />
Difficulty Level: <a href="http://chrischia.info/blog/wp-content/uploads/2012/04/level2.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/level2.gif" alt="" title="level1" width="59" height="7"/></a><br />
<br/><br />
The following is the list of Ice Trees in a Ice Crowd Simulation:<br />
<a href="http://chrischia.info/blog/wp-content/uploads/2012/04/20120429_crowdfx_pic.gif"><img src="http://chrischia.info/blog/wp-content/uploads/2012/04/20120429_crowdfx_pic.gif" alt="" title="20120429_crowdfx_pic" width="400" height="201"/></a></p>
<ul>
<li><strong>Crowd/Simulation/Point_Cloud/Shape_Instance_Skinning</strong>: This Ice Tree is where the instance shapes get the skinning</li>
<li>Crowd/Simulation/Point_Cloud/Skeleton_Simulation: This Ice Tree transfers the data of the character&#8217;s rig/skeleton to the crowd.</li>
<li><strong>Crowd/Simulation/Point_Cloud/Particle_Simulation</strong>: This Ice Tree contains particle data to compute collision avoidance between the particles and to drive the &#8220;crowd&#8221; particles to the target goals.</li>
<li><a href="http://chrischia.info/blog/wp-content/uploads/2012/04/20120429_crowdfx_emit_evenly_from_geometry.gif"><strong>Crowd/Simulation/Point_Cloud/Emit_Evenly_from_Geometry</strong></a>: Main heart of the simulation which allows user to make changes to the Crowd Simulation (just like any other Ice Simulation).</li>
<li><a href="http://chrischia.info/blog/wp-content/uploads/2012/04/20120429_crowdfx_get_animations_sources.gif"><strong>Crowd/Simulation/Point_Cloud/Get_Animations_Sources</strong></a>: I would say this is the 2nd important Ice Tree which allows user to change the animation of the crowd without going through the PPGs.</li>
<p><span id="more-274"></span></p>
<li><strong>Crowd/Actors_Proxies/Pedestrian_Mesh/Actor_Copies/Crowd_Skinning</strong>: This Ice Tree operates the crowd skinning on the geometry mesh</li>
<li><strong>Crowd/Actors_Proxies/Pedestrian_Mesh/Actor_Copies/Duplicate_Actor_Geometry</strong>: This Ice Tree duplicates actor geometry on the &#8220;Crowd&#8221;.</li>
<li><strong>Pedestrian/Mesh/Set_Mesh_Proxy</strong>: This Ice Tree copies the Actual Model and set mesh proxy for the &#8220;Crowd&#8221; mesh.</li>
<li><strong>Pedestrian/Mesh/Set_ICE_Materials</strong>: This Ice Tree copies the material / color of the different clusters of the Actual Model and transfer the data to the Crowd (proxy mesh).</li>
<li><strong>Disc/Set_Emitter_Data</strong>: This Ice Tree determines the crowd&#8217;s initial position in the simulation</li>
</ul>
<p><br/><br />
The above example illustrates a Ice Crowd scenario that has the following in the scene:</p>
<ul>
<li>Disc: Polygon Geometry used as a Crowd Emitter</li>
<li>Pedestrian: Actual Model from which crowd is instanced from</li>
<li>Crowd: The final result of crowd simulation</li>
</ul>
<p><br/></p>
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