v10.5 (2012)
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();
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