I have an object that has an animated mesh derived from animating the
source objects of a poly merge. I'd like to then emit particles from the
parts of the mesh that are moving quickly. I've read that you can't get the
velocity on meshes like this because they are being set every frame. I'm
hoping to use the Get Data at Previous frame in a simulated ICE tree to
calculate speed. Although, when I apply a simulated tree the mesh freezes
and ignores the source inputs. What would be a good way to approach this?
Caching or some other method to store the motion?

Thanks

Byron

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