ah so if your arm or character moves from envelope or whatever then all of the forces and locations do not seem to work as desired?
can you get it work work how you want with the hand not moving? I think Ive got around this in the past by setting up all the desired flow or forces along an arm or body beforehand with the mentioned technique earlier of Paul smith's 'vector flow' using curves (and get closest location>tangent) to get the exact flow movement amount directed. this was applied as vector data on a frozen character with arms outstretched then using a very cool node called 'reinterpret location on New Geometry' placed back onto the moving character. this is only possible because both were same geometry of course. maybe you could try similar? On 29 January 2013 18:13, Nuno Conceicao <[email protected]>wrote: > This actually gives an undesired result, basically the particles kind of > stay inert not really following the surface (that is deforming/moving > underneath) imagine u have a ball on your hand and move it quickly, the > ball inertia makes it stay where it is then it drops/sticks to the closest > surface (could be your other hand or the floor) > :) > > What i really want is for them to move on the skin surface, lets say from > the tip of your index finger to the base of the finger, while your hand is > moving... > Hope this makes my point a bit clearer :) > > > > > On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland < > [email protected]> wrote: > >> If you use the get closest location - then the position it returns you >> can feed right into a self.PointPosition set data node - if you type into >> the search box 'set point position' then you should find a node. If you >> put that setup after any other forces or move nodes, then it will make the >> movements then stick the points to the surface. >> >> S. >> >> * * >> Sandy Sutherland <[email protected]> | Technical >> Supervisor >> <http://triggerfish.co.za/en> >> <http://www.facebook.com/triggerfishanimation> >> <http://www.twitter.com/triggerfishza> >> ------------------------------ >> *From:* [email protected] [ >> [email protected]] on behalf of Nuno Conceicao [ >> [email protected]] >> *Sent:* 29 January 2013 19:31 >> >> *To:* [email protected] >> *Subject:* Re: Surface Flowing Particles >> >> Sorry, Rob, not really sure what you mean with "set closest location" >> >> >> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman <[email protected]>wrote: >> >>> also a get closest location (your surface) > set closest location >>> will stick your particles to the surface but still allow them to move >>> around with forces and simulation. >>> >>> >>> >>> On 29 January 2013 16:57, Renaud Bousquet <[email protected]> >>> wrote: >>> > Hello, >>> > >>> > Something like this could help you for particles movements. >>> > http://vimeo.com/36709750 >>> > >>> > Create a vector flow then use it as a force for your particles via >>> closest >>> > location. >>> > Hope it can help you! >>> > >>> > RB >>> > >>> > >>> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote: >>> >> >>> >> Hi guys, just came across this task where basically I need to create a >>> >> kind of growing particles effect (Ex: foam/bubbles) where the >>> particles >>> >> move, multiply and grow on a deforming surface. >>> >> >>> >> Basically, cant use stick to surface, flow around surface also doesnt >>> work >>> >> since the particles need to kind of stay on the surface at all times. >>> Cant >>> >> get Slide on surface to work properly too. >>> >> >>> >> Using an expanding weight-map kind of gets something close but quite >>> >> different to what i wish to achieve, the problem is that the particles >>> >> should also move and slide, so they cant be stuck on the surface, but >>> follow >>> >> its deformation.. >>> >> >>> >> I also tried a process using states to make the particles spawn once >>> they >>> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in turn >>> pop >>> >> again into smaller ones, but couldn't get them to follow the surface >>> >> properly. >>> >> >>> >> I guess that might be several approaches for the issue, maybe someone >>> >> knows a compound that does something similar that could maybe be >>> adapted to >>> >> this purpose. >>> >> >>> >> Cheers >>> >> >>> >> Nuno >>> > >>> > >>> > >>> >> >> >

