Hi Nuno I am really not the best person to ask as I posses next to nothing
skills in regards to rigging and optimising these compared to others here
on the list.  Tangency can be gained in a similar way that the poly normal
is obtained in the 2nd example was just helping with an alternative nulls
to poly meshes in ICE thats all :)

regarding which is the quickest - you are in a prime position to inform us
all !

best

Rob



On 11 January 2013 09:48, Nuno Conceicao <nunoalexconcei...@gmail.com>wrote:

> Thanks Rob, I was a bit more inclined to ICE in the beggining :)
> Now I waas wondering a couple things:
> Which of these two options will perfom better?
> Also the other thing is, Alan's script also aligns the null with tangency,
> while your ICE tree doesnt.
> I m notmuch of a rigging head but looking at what the tangency does to the
> nulls, im not sure if this is a good option to leave On or not, depending
> of the cloth simulation results, the tangency can go a bit extreme if the
> polygon deforms too much...shall I use tangency?
>
>
>
> On Fri, Jan 11, 2013 at 1:22 AM, Rob Chapman <tekano....@gmail.com> wrote:
>
>> On 10 January 2013 23:27, Alan Fregtman <alan.fregt...@gmail.com> wrote:
>>
>>> As per your screenshot, I don't believe your particles are getting any
>>> Orientation. That's sort of important
>>>
>>
>>
>> For sure, the menu driven 'transform objects by particles' is also
>> constrain by scale and rotation, so you just need to get the polymesh
>> normal vector into the particle orientation. this is fairly trivial and I
>> assumed it was just point position needed as explanation sorry :) may want
>> other stuff as well but for normals its
>>
>> closest location>SurfaceGeometryNomal>Increment rotation with vector>set
>> orientation
>>
>> pic attached
>>
>> cheers
>>
>>
>>
>>
>>
>
>

Reply via email to