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 9:51 AM, Byron Nash <byronn...@gmail.com> wrote: > 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 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 optimisation and velocity of collision. follow >> the links for a tutorial and example scene files & compound. >> >> best >> >> Rob >> >> On 17 December 2012 22:28, Byron Nash <byronn...@gmail.com> wrote: >> > I'm working on a quick rig to mimic how grass gets bent over by a >> wheel. I >> > have something working along a single axis but I would like it to always >> > rotate away from the effector object. The thing that is stumping me is >> how >> > to break out the Orientation node to manipulate the axis the particles >> are >> > rotating from. I figure I will find the vector between the point and the >> > object and then use that to rotate around. >> > >