Re: Flocking particles that stick to character topology

2013-08-15 Thread Alan Fregtman
If you go that route, you could do it in the same cloud by reinterpreting locations in a post-sim icetree. That way the sim runs cleanly every frame on the static mesh and then appears in the enveloped one. You may have motionblur problems though. If you care about it, you can cache out the as it

Aw: Re: Flocking particles that stick to character topology

2013-08-15 Thread Leo Quensel
. Gesendet:Donnerstag, 15. August 2013 um 16:28 Uhr Von:Alan Fregtman alan.fregt...@gmail.com An:XSI Mailing List softimage@listproc.autodesk.com Betreff:Re: Flocking particles that stick to character topology If you go that route, you could do it in the same cloud by reinterpreting locations

Re: Re: Flocking particles that stick to character topology

2013-08-15 Thread Eric Lampi
Mailing List softimage@listproc.autodesk.com *Betreff:* Re: Flocking particles that stick to character topology If you go that route, you could do it in the same cloud by reinterpreting locations in a post-sim icetree. That way the sim runs cleanly every frame on the static mesh and then appears

Flocking particles that stick to character topology

2013-08-14 Thread Eric Lampi
I have a simulation where I am flocking particles with Emflock and pushing them back onto the emission geo. So they flow along the surface and interact, and it's exactly what I need. However, with an enveloped character however, the particles do not inherit any kind of velocity and the slide over

Re: Flocking particles that stick to character topology

2013-08-14 Thread Matt Morris
Have a look at the node: re-interpret the locations to new geometry. I think you'll need to sim on a static version of your character mesh and reinterpret to an enveloped version of the mesh. On 15 August 2013 00:40, Eric Lampi ericla...@gmail.com wrote: I have a simulation where I am flocking