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
>
>

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