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 >> >> >> >> >> > >