Vertex count is consistent, yes. On Thu, Aug 23, 2012 at 2:07 PM, Grahame Fuller <[email protected] > wrote:
> Are the extrusions animated, or do you have the same number of vertices > throughout? > > gray > > From: [email protected] [mailto: > [email protected]] On Behalf Of Byron Nash > Sent: Thursday, August 23, 2012 01:55 PM > To: [email protected] > Subject: Re: Emit from fast moving points > > Mostly just point motion. I'm animating curves, extruding them, then > merging them into one mesh. So, the actual animation ends up just being > point animation in the modeling region. > On Thu, Aug 23, 2012 at 1:34 PM, Grahame Fuller < > [email protected]<mailto:[email protected]>> wrote: > Is there deformation involved? Do you need to keep track of point motion > or just object motion? > > gray > > > From: [email protected]<mailto: > [email protected]> [mailto: > [email protected]<mailto: > [email protected]>] On Behalf Of Byron Nash > Sent: Thursday, August 23, 2012 01:07 PM > To: [email protected]<mailto:[email protected] > > > Subject: ICE: Emit from fast moving points > > 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 > >

