Конверсия Instancer’а в геометрию
Type: Python Script (py) Name: sag_instancerToGeometry Version: 1.4 Released: 2012.05.05 NEW REWORKED VERSION IS CALLED ark_instToGeo AND AVAILABLE HERE
v1.4 - corrected GUI for older maya versions v1.3: - doesn't set visibility to off prior to the starting frame of conversion - doesn't pay attention to 'start from current frame' if custom range is defined v1.2: - reworked GUI - uses long names correctly (no problems with objects of the same name anymore) - doesn't freeze source objects' rotations or error if channels have keyframes - keeps input connections for instances also - works with different rotation orders of source objects and instancer itself - each baked object is inside it's own group which actually gets all keyframes - works with any linear units of the scene (switches to cm and back, actually) v1.1: - duplicates now maintain original input connections - only translate, rotate, scale and visibility are keyframed now
Практически каждый раз когда использую instancer для размножения геометрии по частицам, в итоге неминуемо хочется перевести полученный результат в обычные объекты с ключевой анимацией, дабы подправить отдельные из них или удалить вовсе.
Вот наконец-то собрался и написал утилиту для решения этой задачи.
Использование:
- файл sag_instancerToGeometry.py надо положить в любую папку, откуда Maya читает скрипты;
- запустить python-скрипт:
from sag_instancerToGeometry import *
sag_instancerToGeometry()
- выделить instancer‘ы, которые нужно сконвертировать и нажать Convert в окне утилиты. Будет произведена конвертация, удаление static channels и применен euler filter.
Опции:
Make Duplicates/Instances – в первом случае созданные объекты будут независимыми дубликатами, во втором – инстансами от исходного объекта (который воткнут в instancer);
Start from Current Frame – если включено, вне зависимости от таймлайна или выставленного вручную диапазона фреймов, начнет конвертацию с текущего фрейма;
Playback/Custom Range – в первом случае диапазон фреймов будет взят из таймлайна, во втором – можно ввести значения начального и конечного фрейма;
Convert – […описание оказалось столь длинным и замороченным, что было удалено редактором…]
Help – линк на эту страницу.
Примечания:
Разумеется, есть ряд ограничений и попросту недоработок… Из тех что могу сейчас отметить:
- вращения конвертятся только из канала Rotation instancer‘а, всякие Aim я пока не учитывал и пока даже не знаю буду ли вообще, потому как в принципе наиболее используемую ориентацию объектов по velocity можно легко написать экспрешеном в тот же Rotation, к примеру:
float $vel[] = velocity;
float $ang[] = `angleBetween -euler -v1 1 0 0 -v2 $vel[0] $vel[1] $vel[2]`;
rotPP = <<$ang[0], $ang[1], $ang[2]>>;
- если на какой-то из каналов instancer‘а назначен “необычный” атрибут, который не получится прочитать – скрипт работать не будет. На данный момент я не могу себе представить зачем кто-то будет такое делать, хотя в ходе тестов столкнулся с тем, что некто поставил на Scale атрибут Ramp Velocity и тот не читался утилитой. Вероятно могут быть проблемы с какими-то полезными атрибутами, так что тут как раз возможность для апдейтов.
- для правильной передачи вращений с учетом разных rotationOrder приходится фризить rotate каналы воткнутых в instancer объектов. Соответственно, если они проанимированы ключами или экспрешеном, или попросту залочены – скрипт завалится. Смысла крутить исходный объект вместо того чтобы крутить как полагается партикловыми экспрешенами лично я не вижу, поэтому этот нюанс тоже не решался.
В общем, пробуйте, пользуйтесь и пишите багРепорты/пожелания – я постараюсь их исправить/добавить.
In: FX · Tagged with: instancer, maya, particles, python, sag_instancerToGeometry, script, tool, utility
on 17 November 2009 at 5:44
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hello,friend,can you send python script to me
mail:yuyu8401936@hotmail.com
on 23 November 2009 at 19:33
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Отличная утилита!!!
on 11 June 2010 at 0:14
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I’m getting a “Bad Magic Number” error when trying to import.
Can you send me the script please? dans@floathybrid.com
Thanks.
on 11 June 2010 at 3:23
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I’ve put original .py instead of compiled .pyc, so there should be no issues anymore.
Положил исходный .py вместо скомпилированного .pyc, поэтому проблем больше не должно быть.
on 23 June 2010 at 17:13
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this is awesome man. thanks a lot.
on 6 August 2010 at 16:15
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Возможно вас заинтересует http://somesanctus.blogspot.com/2010/08/smartrotation.html
и вы пересмотрите свое отношение к каналам Aim и Up
это – пожелание включить их в утилитую.
on 6 August 2010 at 22:28
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Да, спасибо. Я в курсе что это нужно и важно, просто пока не успел обдумать как это все конвертить во вращения.
on 26 November 2010 at 10:49
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Whenever i try to source this script I keep getting a // Error: invalid directive // I’ve tried putting the script in every script folder there is in maya. What am i doing wrong? I use maya 2010 btw.
on 26 November 2010 at 11:03
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Have you tried the latest .py version? I heard old .pyc caused problems on different OSes, so I’ve put .py eventually.
on 26 November 2010 at 12:01
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Hey thanks for the quick reply, i figured out the problem, In the script editor i forgot to choose the Python menu before loading the script.
Now I have loaded the script with no errors, it seems to have loaded just fine, now my question is… Shouldn’t there apear a GUI box whenever i load this script? cause nothing happens.
Am i missing a step or something? Pardon my noobness, I’ve never loaded a python script before.
on 26 November 2010 at 12:06
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Oh I forgot to mention that after i loaded the script I ran the “from sag_instancerToGeometry import *
sag_instancerToGeometry()” lines, and a GUI box apears, but it only contains “Start from Current Frame” button.
We are running linux here at the company, perhaps thats the reason, rest of the GUI is missing?
on 26 November 2010 at 12:15
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well I guess you could just delete my posts, I got it to work now for some odd reason. = /
Thanks for the help btw.
on 26 November 2010 at 12:25
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This tool is really neat at creating objects that translates along with the instanced objects, my question now is… it is possible for it to simulate the rotation of each instanced object/particle as well?
on 26 November 2010 at 22:56
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Good that everything is working eventually.
Script bakes rotations, but from ‘Rotation’ channel only – no aims. There’s a mention about that in notes above. So, if you have it mapped – everything should be fine, if you use aims – you should try to convert them into rotations for baking or rotate baked objects afterward.
on 29 November 2010 at 12:45
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Alright thanks alot for the tip Sagroth, very appreciated.
on 15 December 2010 at 1:58
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Love the script. Thanks for putting it out there!
on 28 January 2011 at 21:22
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Your script works beautifully. Thank you so much for making it available. I very often have to create instances on a surface which is the goal of the particles. The instances Aim Direction is connected to Goal World Normal 0 PP so that they get oriented along the surface normal. Is there a way to transfer the instances orientation to the Rotation channel so that your script evaluates it?
Thank you!
on 28 January 2011 at 22:57
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Yeap, you just need to use your goalWorldNormal0PP instead of velocity in the angleBetween formula I wrote above. And I think goalWorldNormal0PP won’t get generated at birth, so put this script into runtime expression instead of creation.
on 31 January 2011 at 19:12
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Thanks so much Sagroth. It works great!!
on 28 February 2011 at 15:24
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Thanks a lot, It saved me quite a lot of time today 🙂
on 21 April 2011 at 9:35
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you are a great person!!!
on 29 March 2012 at 5:38
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Thanks a million!
I only needed a single frame baked, but when I checked out multi-frame baking all the frames except the final frame were keyed invisible for each instanced object.
Another anomaly:
On my first attempt, the baked instances didn’t match the Instancer. I found that one of the original meshes didn’t have it’s pivot at the origin. I moved it and centered the pivot, and then it worked.
Very grateful.
on 29 March 2012 at 16:21
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A followup on the visibility issue:
When I bake the particleInstancers, a visibility keyframe is added to the original geometry as well as all the baked instances. I’ve checked the geometry, instancers, and particles, and none have keyframes on visibility before I run your script…
on 29 March 2012 at 18:51
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Thanks for the feedback. I’ve made a lot of improvements to the utility a long time ago already. A pack of issues were solved, maybe some of these as well. I’ve just forgotten to update it here – I’ll try to recheck the issues you’ve mentioned and make an update in a couple of days.
on 5 April 2012 at 9:58
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thank man, very good script
on 28 April 2012 at 22:25
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Hi,
I’m testing the script now on a particle instancer… It’s been running for 10+ minutes now but I don’t see anything happing.. is the viewport updated during the process?.. I have 14000 particles on here so I’m thinking it might take a while but… Could you add a progressbar to this?
Heh.. I should have tested this on a simpler Instancer 🙂
on 29 April 2012 at 10:48
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Yeah, 14k seems to be too much 🙂
on 10 July 2012 at 9:17
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THANK YOU! beautiful script.
on 14 July 2012 at 8:48
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Thankyou so much, I was dreading using a GI/Final Gather solution for instanced light sources and this allowed me to bake a sim and attached a Geo Light shader to my geometry.
Awesome!!!
on 6 September 2012 at 16:34
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You are a god among men!!!!!!
on 2 October 2012 at 20:57
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Hey thanks… very useful.
on 11 October 2012 at 14:53
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thanks man, worked like a charm!
on 13 December 2012 at 6:47
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Спасибо за скрипт, очень пригодился 🙂
on 30 December 2013 at 21:17
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Thanks so much for this script! For some reason, I keep hitting an “index out of range” error once it starts applying the transformations to the duplicated instance, around line 275. I’m on Maya 2014 and OSX Mavericks. Wondering if you have any pointers on what to do to fix this?
on 3 January 2014 at 13:44
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Ah, disregard my last message, I got it figured out. Thanks again!
on 6 January 2014 at 19:18
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No problems. If you’ve found an issue and the solution for it – let me know, please, and I will add that to the code.
on 18 January 2014 at 1:16
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Excellent! You are a master 😀
on 24 February 2014 at 3:34
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You saved me. It works flawlessly even on huge numbers of particles, you just have to be patient because python is not multi-threaded. Thank you very much for this script.
on 20 June 2014 at 15:00
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I would have loved to know how :
“index out of range” error once it starts applying the transformations to the duplicated instance, around line 275
got fixed as I am having the same problem. 🙁
on 19 July 2014 at 16:35
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Hello.
I’ve tried your script – it works nice,
but rotation of objects’ not match with original particles.
I’ve tried on ball with pivot set to bottom vertex, instancer’s balls are rotating in different way than balls copied by script.
Cheers
on 21 July 2014 at 7:21
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There are some limitations to what you can use for rotation. Please, send maya scene to my email (see Contact page) and I’ll try to figure this out.
on 12 October 2014 at 12:07
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Worked like a charm. I could convert my instanced particles to mesh in one frame.
on 26 November 2014 at 14:40
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Works great unless you have a fair number of particles, Maya keeps seizing up for me – any ideas how to fix this? Great work though!
on 12 March 2015 at 14:31
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Hi!
How do I download the plugin? When I click “Download”, a text document only opens with the script
What am I doing wrong?
on 25 March 2015 at 5:25
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Really vital tool! Thank you so much.
on 2 June 2015 at 14:46
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Wow! Thank you so much! You saved me hours of time!
on 6 July 2015 at 16:19
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will this work with Maya 2016? I know Maya 2016 has a convert option but it appears to do nothing.
on 31 July 2015 at 16:08
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Great script! It’s very convenient and handy. However, I have noticed a problem when the geometry the instancer is calling to has namespaces. It crashes Maya and I don’t even get an error message. It just freezes up.
I understand its easy to correct on the artist’s end, but some namespace interactivity would make this already useful tool more robust.
on 11 March 2016 at 18:53
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Greetings! I’ve been trying to export an nParticles animation with an instancer to an FBX file in Maya 2016. The instancer is cycling a Sequential animation from 12 Instanced objects (meshes). I’m also using a custom scale expression to create random sizes. When I convert the instancer using your script and export it as an FBX file, only the first frame of the sequential cycle is visible. No per instance animation plays and all the instances are the same size. The motion of the particles however is perfect with the exception of the aim direction (I couldn’t manage to get your rotation script to work. Only one instance faced the attractor constantly). Your script is the closest I have come to getting this thing to actually work but I’m stuck and any help would be greatly appreciated. Thank you in advance for your time.
on 21 March 2016 at 14:24
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Hi, Theo. This utility doesn’t understand aim rotation modes, only straight rotation values (had no patience yet to figure out every available scenario) – maybe that’s the problem in your case, you need to substitute your aim with rotations for that to work. Send me a simplified scene with your setup, please, and we’ll see what could be done.