v10.5 (2012)
property
Creates a user motion property. User motions are used to control motion vectors on vertices of an object's geometry. User motions can only be created on vertex clusters. A user motion property stores three floating point values for each vertex of the cluster. When a user motion property is applied to an object, the motion blur is no longer computed and instead uses the motion data from this property.
oReturn = CreateUserMotion( [InputObjs], [PropertyName], PropPresetObj ); |
Returns an XSICollection of the newly created properties.
Parameter | Type | Description |
---|---|---|
InputObjs | String | List of objects or complete
point clusters
Default Value: Current selection |
PropertyName | String | Name of the user motion property
Default Value: "UserMotion" |
PropPresetObj | Preset object | User motion property preset
Default Value: "User Motion Property" preset |
/* This JScript example illustrates how to set the user motion vectors on the UserMotion Cluster Property with ICE. The motion vectors of a static cylinder are set by the motion of an animated cylinder. */ // Create the cylinders NewScene(null, false); CreatePrim("Cylinder", "MeshSurface"); Duplicate("cylinder"); // Animate the cylinder Translate(null, -8, 5, 0); SaveKeyOnKeyable("cylinder1", 1); Translate(null, 16, 0, 0); SaveKeyOnKeyable("cylinder1", 25); Translate(null, 0, -10, 0); SaveKeyOnKeyable("cylinder1", 50); Translate(null, -16, 0, 0); SaveKeyOnKeyable("cylinder1", 75); Translate(null, 0, 10, 0); SaveKeyOnKeyable("cylinder1", 100); SelectObj("cylinder", null, true); // Add a User Motion Cluster Prop on the static cylinder and set its ICE Tree CreateUserMotion(); var oICETreeColl = CreateSimulatedICETree("cylinder", siNode, null); var oICETree = oICETreeColl.Item(0); AddICENode("GetDataAtPreviousFrameNode", oICETree); SetValue(oICETree + ".GetDataAtPreviousFrameNode.reference", "cylinder1.PointPosition"); AddICENode("GetDataAtPreviousFrameNode", oICETree); SetValue(oICETree + ".GetDataAtPreviousFrameNode[1].reference", "cylinder1.kine.local"); AddICENode("MultiplyVectorByMatrixNode", oICETree); ConnectICENodes(oICETree + ".MultiplyVectorByMatrixNode.vector", oICETree + ".GetDataAtPreviousFrameNode.value"); ConnectICENodes(oICETree + ".MultiplyVectorByMatrixNode.matrix", oICETree + ".GetDataAtPreviousFrameNode[1].value"); AddICENode("GetDataNode", oICETree); SetValue(oICETree + ".SceneReferenceNode.reference", "cylinder1.PointPosition", null); AddICENode("GetDataNode", oICETree); SetValue(oICETree + ".SceneReferenceNode[1].reference", "cylinder1.kine.local", null); AddICENode("MultiplyVectorByMatrixNode", oICETree); ConnectICENodes(oICETree + ".MultiplyVectorByMatrixNode[1].vector", oICETree + ".SceneReferenceNode.value"); ConnectICENodes(oICETree + ".MultiplyVectorByMatrixNode[1].matrix", oICETree + ".SceneReferenceNode[1].value"); AddICENode("SubtractNode", oICETree); ConnectICENodes(oICETree + ".SubtractNode.first", oICETree + ".MultiplyVectorByMatrixNode.result"); ConnectICENodes(oICETree + ".SubtractNode.second", oICETree + ".MultiplyVectorByMatrixNode[1].result"); AddICENode("DivideByScalarNode", oICETree); ConnectICENodes(oICETree + ".DivideByScalarNode.value", oICETree + ".SubtractNode.result"); SetValue(oICETree + ".DivideByScalarNode.divideby", 2, null); AddICECompoundNode("Set Data", oICETree); SetValue(oICETree + ".Set_Data.Reference", "cylinder.cls.UserMotionCls.UserMotion.Motions", null); AddICENode("SwitchContextNode", oICETree); ConnectICENodes(oICETree + ".SwitchContextNode.value", oICETree + ".DivideByScalarNode.result"); ConnectICENodes(oICETree + ".Set_Data.Value", oICETree + ".SwitchContextNode.result"); ConnectICENodes(oICETree + ".port1", oICETree + ".Set_Data.Execute"); // Draw a render region with motion blur on, and playback the scene RenderRegionCreate(siViewportB, 0, 1, 0, 1); SetValue("Views.ViewB.RenderRegion.MotionBlur", true, null); PlayForwardsFromStart(); |