That's good then, maybe you can use a separate point cloud to keep track of the 
point velocities. In its modelling region, add a particle at each of the mesh's 
vertex positions. In its simulation region, get the mesh's current point 
positions, subtract the cloud's point positions (you'll need to use Switch 
Context for this), use the length to set the attribute that you are using to 
filter the other cloud's emission (again, use Switch Context), and finally set 
the particles' point positions to the mesh's point postions to be ready for the 
next frame.

gray

From: [email protected] 
[mailto:[email protected]] On Behalf Of Byron Nash
Sent: Thursday, August 23, 2012 02:14 PM
To: [email protected]
Subject: Re: Emit from fast moving points

Vertex count is consistent, yes.
On Thu, Aug 23, 2012 at 2:07 PM, Grahame Fuller 
<[email protected]<mailto:[email protected]>> wrote:
Are the extrusions animated, or do you have the same number of vertices 
throughout?

gray

From: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Byron Nash
Sent: Thursday, August 23, 2012 01:55 PM
To: [email protected]<mailto:[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]><mailto:[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]>>
 
[mailto:[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]><mailto:[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

<<attachment: winmail.dat>>

Reply via email to