Re: ICE: Rotate away from vector

2013-01-08 Thread Byron Nash
I'm finally back to working on this problem. I have the rotation vectors lined up for the most part. Is the best way to actually to the particle rotation to drive a Set Particle Orientation with a Axis and Angle to Rotation? That final part is stumping me for some reason. On Tue, Dec 18, 2012 at

Re: ICE: Rotate away from vector

2012-12-18 Thread Byron Nash
Thanks for the tips everyone. I'll be looking very closely at that tutorial you linked Rob. That example of the flowers bending is pretty close to what I need. On Mon, Dec 17, 2012 at 7:06 PM, Rob Chapman tekano@gmail.com wrote: Hi Byron heres a different approach but a similar effect if

Re: ICE: Rotate away from vector

2012-12-17 Thread Ahmidou Lyazidi
The rotation axis is the (grass vector - wheel vector) crossing the groud normal or (0,1,0) if it's flat. You'll have to to also use the wheel velocity to make the grass bend in the good direction. Cheers A 2012/12/18 Byron Nash byronn...@gmail.com I'm working on a quick rig to mimic how

Re: ICE: Rotate away from vector

2012-12-17 Thread Raffaele Fragapane
Get the closest point on the wheel, and get its normal. Get the emission point/closest point on the ground, and get its normal. Measure the angle between those two vectors, that's your target angle. Then cross product of those two vectors, that's your rotation axis for axis and angle rotation.

Re: ICE: Rotate away from vector

2012-12-17 Thread Raffaele Fragapane
Sorry, should have mentioned you will most likely need to negate one of the two On Tue, Dec 18, 2012 at 10:09 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Get the closest point on the wheel, and get its normal. Get the emission point/closest point on the ground, and get its

Re: ICE: Rotate away from vector

2012-12-17 Thread Rob Chapman
Hi Byron heres a different approach but a similar effect if you worry about the deformation of the grass, https://vimeo.com/27071564 dont think I bothered with rotations, just kept each strand 'tip' always outside the geometry volume of the obstacle with some other simple rules based on