- Download and evaluate two scripts for Real Flow 4 from the internet.
- Write a webpage on Symphonic Energy and answer the following questions:
- Did the script do what it's author said it would?
- Did it break?
- Was the documentation good?
- Would you recommend this script?
- Discuss any improvements that you would like see done to the script
- Did you try to fix or modify the script
Briefly describ the script.
- See the Tutorial Instructions on how to create a webpage on this site.
- Post a link to your script reviews in this assignments forum topic.
Due: March 12, 2007
Please note the following list of those that have submitted and those that have not. If the script is in bold then you need to resubmit a script that has not been done by someone else.
| Student | Script | Time of Eval |
| Sheldon | Active Inactive Script | 3/3/07 18:44 |
| Jayanti | Alien Mesh Now | 3/11/07 21:21 |
| Shiv | Beer Foam | 3/11/07 19:43 |
| Rick | Deforming Object | 3/10/07 16:09 |
| Rich | Emit_Dumb_Particles | 3/11/07 18:31 |
| Jayanti | ExpressionToCurve | 3/9/07 14:04 |
| Victor | Fire_propagation | 3/11/07 12:04 |
| Jason | Fractal Wave | 3/11/07 23:28 |
| Stephen | Fractal Wave | 3/12/07 6:56 |
| Sheldon | GetSimulationTime | 3/3/07 18:44 |
| Anumati | Align Objects | 3/28/07 13:59 |
| Victor | MediumBeer Foam | 3/11/07 12:04 |
| Stephen | Randomizer | 3/12/07 6:52 |
| Rick | RealWave Displacement | 3/10/07 17:41 |
| Stephen | StillUntilFrame | 3/12/07 6:52 |
| Shiv | Trail Particles | 3/11/07 19:43 |
| Jason | Trail Particles | 3/11/07 23:07 |
| Anumati | Simple Rag Doll | 3/28/07 13:59 |
| Rich | Wall Builder | 3/11/07 18:31 |
| Mike | sd_BeerFoamGui1 | 3/28/07 |
| Mike | sd_BeerFoamGUI2 | 3/28/07 |
| Rob L | ||
| Rob L | ||
| Josh | ||
| Josh | ||
| Rob T | ||
| Rob T |
For those of you who have not done script evaluations, Anumati made a list of all the scripts on the nextlimit site that are not downloadable.
- Find distance between two nodes
- Freeze Daemon
- Remove particles colliding
- Emitter Multisim
- Mesh generation based on particle collision
- dropEmitt
- Gravity Force
- Walls bouncing
- Track particle path with a locator
- KeyFramer2
- KeyFramer
However, don't forget the rest of the internet. Which also means that you could check the userlinks on this site (symphonicenergy) to see if anyone else has found a RF4 script repository besides http://www.nextlimit.com/nlscript/
This is my script evaluation -1
This is my script evaluation : Jayanti_ScriptEvaluation01
Rlui_script eval 01 n 02
here is my first script evaluation rlui_scripteval1
here is my second script evaluation
rlui_scripteval2
Script Evaluation
Sheldon Script Evaluation
I put both my script evaluation under one page. Do we need to make them seperate?
Two Script Evaluations MediumBeerFoam and Fire_propagation
MediumBeerFoam
Description: Create foam based on collision and foam back to liquid depending on velocity and height.
Author : Beatriz Lorenzo based on an idea of Robb Flynn
Date : Monday, January the 22nd 2007
Version : 1.3
Directions:
Type the names of your emitters in the place of Circle01 and Circle02
foam's density should be higher than liquid's density
Tweak thresholds to obtain different results
1. Did the script do what it's author said it would?
Yes
2. Did it break?
No
3. Was the documentation good?
It works perfectly, I think! i wish the did have Somme more description fore people that never used realFlow scripts, the documentation not so good fore me it was hard to understand what is foam and what is liquid, you have to know that you have to put your Particles Type To Custom, on the Foam. Its important to know who emitters are foam and who is liquid, you see it fast when you fixing the parameter, at first i did have it opposite, so the scale value did not work, it did work but the opposite way.
I have to say after trying the script out, i figure out that the script is fore no use... it do not work as a beer foam, the foam do not move over to beer, it just become foam... maybe something wrong i am doing?
Lots of tweaking to make it work. And it do not work 100% as beer Foam, its kind of only work when it emitting, no changes after.. like if you want to push over a glass and it become Foam, that do not happened.
4. Would you recommend this script?
I would recommend this "script!" i mean the one that works, fore every one that are making some kind of water ore liquid, water always have some Foam in it. I am going to use it all the time.. tanks its good...
5. Discuss any improvements that you would like see done to the script?
Yes i would like to name my emitters what ever i want.
5. Did you try to fix or modify the script?
I would not go there..
###################################################################
Fire_propagation by lanzarredes
on 26 Jan 2007
1. Did the script do what it's author said it would?
Yes and no,
Fire propagation need a object emitter created in the scene, and the all #flamables objects must be called as "flame", for example, "flame01", #"flame02", etc. Then run the script and daemons will be generated #automatically, you don´t need put it before. When the object emitter touch a #flamable object will be a new burn object and it also will be able to set afire #to other objects called "flame". If reset the scene all emitters and daemons #are deleted. If the scripts changes you need delete manually.
I did try to name some other object with the name flame02 flame03 flame04 and so on, it only did work one time,
2. Did it break?
No, and yes, as i said before, it only did work the first time,
3. Was the documentation good?
Yes, after reading it some time i did get it, It can always be better. why making a cool script and not make sure that every one under stand it? i do not get that. Every one that are doing a script should start to explain how it works. and maybe upload a example seen.
4. Would you recommend this script?
Humm... No, i think making fire in real flow is wrong, Use maya fluid in stead.
5. Discuss any improvements that you would like see done to the script?
yes, when i reset my simulation, i want to see that all the extra stuff that the script did create, have to bee deleted, and you go back to the original seen. Ore put all the new stuff in under a group, so then you only need to delete the group .
5. Did you try to fix or modify the script?
No.
cool...
nice review Victor...however you are confusing bealobo's script with Rob FLynn's. in bealobo's script, the foam's density should be lower than liquid's since thats the only way it is gonna float on the top. his script doesn't really work all that well due to some bug in his code. the foam pops into existence after a certain amount of frames. and that was only after i tweaked with different resolution settings. there is another version of this script written by some french dude called Rob Flynn which requires 3 emitters and a locator(or null object) and it works great! i will post the review for it.
cheers,
SD
Script Eval 1 - Dumb Particles on Collide
Review of Emit Dumb Particles On Collide
Script Eval 2 - Wall Builder
Read my review of the fun Wall Builder script
Script Evals...
Here are my 2 Script Evals - Script Evals
cheers,
SD
Jayanti_ScriptEvaluation02
This is my script evaluation : Jayanti_ScriptEvaluation02
Script Eval. #1 "Trail Particles"
Trail Particles
by Jorge Alix
This script is supposed to make trails based on a particle's path.
This script is an events script, which is similar to making a run-time expression in Maya. The script loads in w/o any syntax errors and executes as a new simulation begins. The parameters are clearly defined which makes it a good script to use as a template for one of my own scripts.
It creates a new circle emitter and a custom trails particle emitter. 12 red particles are emitted and head horizontally with trail particles following behind.
These particles do not mesh and are not affected by daemons. They are only modified by changing parameters in the events script editor.
This script is more of a learning tool rather than useful for a given simulation. It would be interesting to try making bullets with smoke trails...
- JB
Script Eval #2 - "Fractal Wave V1.0"
Animate a Fractal Wave
With this Script you can animate the parameters of a fractal wave on your simulation
Use: Create a Fractal Wave, press F11, load the Script click simulate and fill the form with your values...
There is no documentation, besides the info on the Nextlimit site. I found that this script will crash RF if a RealWave with a fractal added to it isn't created first. When I finally read the directions, it worked.
Upon simulation, a dialog box appears with some additional parameters. Although this is an elegant way of getting user data, it would be nice to have some documentation on what each parameter is meant to do.
By default, the script makes a wave that looks like a waving flag. The height end/start can be lowered to produce a more subtle wave.
This is a nice way to set up a fractal wave. I hope that version 2.0 will have even more features to make this script worth using. As of now, I can get the same results just as easy without the script.
- JB
Script Evaluations
Here's links to mine. I hadn't noticed when I went through my list of scripts that someone had already done the fractal wave animation script. So, I'll still link to mine, but I'll do a really simple third script as well.
Script 1: Animate a Simple Fractal Wave
Script 2: Randomizer
Script 3: StillUntilFrame
Two Script Evaluations: TrailParticles & GetSimulationTime
TrailParticles
o Did the script do what its author said it would?
Yes
o Did it break?
No
o Was the documentation good?
Yes
o Would you recommend this script?
Good script to generate trails can be used with daemons. Like I added
an age demon so you can stop the trail and particles on particular frame.
o Discuss any improvements that you would like see done to the script.
Every time you hit simulate. The script creates a new circle emitter and you
can only see the particles loosing all the trails. So I think this should be
fixed. Cause in order to get desired results you have to simulate a number of
times.
o Did you try to fix or modify the script
No
o Briefly describ the script.
This script traces the trail of the given particles.
______________________________________________________________________________________________
GetSimulationTime
o Did the script do what its author said it would?
Yes
o Did it break?
No
o Was the documentation good?
Yes
o Would you recommend this script?
I think it’s a good script to have for documentation purpose and to know how
much time your simulation will take.
o Discuss any improvements that you would like see done to the script.
It will be great to see single frame simulation time with the complete
simulation time. I think then it will be much easier to know which frame took
more simulation time.
o Did you try to fix or modify the script
No
o Briefly describ the script.
GetSimulation Time is an event script which prints the simulation time.
_______________________________________________________________________________________
sd_beerFoamGUI1&2
This a GUI Script that invokes a beer foam script. The GUI is very good and allows for very easy use. It error checks for duplicate names and rename it to the emitters original name. It does what it say it will do to setup up the first part of the scene. I did have some trouble making the beer foam script work, mostly because I did not have a null in the scene the instructions did tell me to create it, I wished the GUI would have created the null for me. Also the script didn't work when I tried putting particles on a plane. Also this script and as most documentation on scripting assumes you know how to load scripts. Also I thought that these were two different scripts when I went to test them both it it took some time to realize that one was the batch script and on was the event script. So i wish the documentaion stated you need both parts to get them, it kinda does but IMO not clear enough. Separately you get nothing, together you get a very nice GUI for a cool beer script.
I rated the scripts and would recommend them.
Try it for yourself.
sd_beerFoamGUI1
sd_beerFoamGUI2
Excellent!
Thanks for providing a link to the scripts! Good eval.
hmm...
thanks...i will try to include the null creation in there as well. the script doesn;t work when you put particles on a plane because the foam creation relies on the height of the liquid as well along with velocity. since on a plane they are lying flat...there is not enough height for it to float on the top. hope this makes sense.
cheers,
SD