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.
>>
>
>

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