when trying to setup a feather system a while ago (which by the way i never
finished, i hope to soon if i ever get any free time to my self) i think
you can use stick to particle location? maybe. on a simulated tree.

well if i remember correctly that worked for me.

hope this helps.

cheers


Daniel Sweeney
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On Wed, Sep 19, 2012 at 3:47 PM, Fabricio Chamon <[email protected]> wrote:

> Hi,
>
> I'm setting up a feather system for a bird based on particles.
> The basic workflow has 2 stages:
>
> 1) grooming/styling
> 2) follow mesh deformations
>
> step 1 generates an icecache file containing particle rotation and
> polygon ref frame on the closest location on emitter at grooming
> stage.
> step 2 should load attributes from the cache and make particles follow
> the deforming mesh (emitter).
>
> how to I calculate the rotation offset that should be applied to the
> feathers, so that it smoothly follows envelop deformations on th
> eemitter ? It seemed easy to me at first, but I'm stuck...
>
> from my basic math knowledge I tought subtracting poly ref frame at
> gromming stage from poly ref frame at deforming stage should give me
> the offsetted matrix, then just add this matrix rotation back to the
> original feather rotation. but that doesn't look good on the viewport.
>
> my particles are oriented in the Y axis (root to tip), pointing to the
> X axis (upVector)
>
> any ideas ?
>
> thanks
>

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