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 3D Creative Director *Tel:* +44 (0)1422 300066 *Mobile:* +44 (0)7743429771 *Email:* [email protected] *Web:* http://northforge.co.uk Northforge Ltd**** Registered in England and Wales | 07757507** Office Suite D105, Dean Clough Mills, Halifax, HX3 5AX 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 >

