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Found 7 results

  1. I created a python SOP_Node, there's a class inside that with a list class member, I want to create an array attribute for the node and put that list on the array attribute. I studied all the method that exists for creating attribute but I couldn't figure that out. Please help me. BEST REGARDS.
  2. How to use this Multiparm Block (list) with Opérator Path ? In a for each Number - How to put a different group to each mesh that comes from each line of Operator Path#? - How to put them an artribute according to their line - How to put path# "object_merge" node maybe this is the wrong way to do it in a each Number this is what I'm looking to do example In my Operator Path# list I have : ../Cube1 ../Cube2 ../Cube3 ../Cube4 first spawn the mesh with the "object_merge" node and that would put - add group Objet1 and add attribut for point "Objet_Num = 1" since a attribut wrangle for Cube1 - add group Objet2 and add attribut for point "Objet_Num = 2" since a attribut wrangle for Cube2 - add group Objet3 and add attribut for point "Objet_Num = 3" since a attribut wrangle for Cube3 - add group Objet4 and add attribut for point "Objet_Num = 4" since a attribut wrangle for Cube4 thanks for your help Killian
  3. Hello how can I query if an element is in a list or not? in python is " if element in list: " thanks you.
  4. Hi, In Python, we can create a "quick array" with conditions in a single line: a1 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] a2 = [0, 2, 4, 6, 8] a3 = [i for i in a1 if i not in a2] >>>> a3 == [1, 3, 5, 7, 9] In vex, I know how to do it the long way: int a1[] = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]; int a2[] = [0, 2, 4, 6, 8]; int a3; foreach( int i; a1 ){ if( find(a2, i) >= 0 ){ append(a3, i); } } >>>> a3 == [1, 3, 5, 7, 9] Is there a faster way to do this kind of things, maybe like in Python? Thanks!
  5. Hi Guys, I am wondering if there is any way in vex to compare between two arrays to get the difference. Please let me know is there any way to do this, below is what I am trying to do s[]@attribsA = detailintrinsic(0, "pointattributes"); s[]@attribsB = detailintrinsic(1, "pointattributes"); s[]@AB = @attribsA - @attribsB; //need mismatched attributes in a s[]@BA = @attribsB - @attribsA; //need mismatched attributes in b Thanks a lot in advance!
  6. Hello there!! I want to do something really easy I guess, to create a list with all the vertices for each primitive. - I am working with a polyedron- How can I do that in VEX? cheers
  7. I am trying to create AI behaviour in the sop solver. I am able to update behaviours by using the prev frame data without any trouble. The problem is for one particular behaviour I need to save the position of certain points across a frame range, and use this data to drive the other points in the simulation. The solutions I could think of were: I tried using a pop network outside of the sop solver to birth new particles and access these points back in the sop solver. But the solver errors out if i connect the data from the pop network into the solver tree. I guess this is because i am making new points outside of the solver. I also tried to create new points using python and the `add` sop. this is terribly slow and almost brings the whole thing to a stop. The most obvious solution seemed to be to create a list attribute in python and save the data into it. But if i do this in the sop solver then the data gets overwritten per frame. Is there some way to create an attribute that could store an array or list of position data across frames. From the documentation i understand that only floats, int and vectors can be used as attributes. I could just append the new position data to this list per frame and access it later in the tree. Thanks ---------------------------------------------------------------------------- www.vimeo.com/tusk3d
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