I would suggest for learning purposes, if you have the time, not to do the 'cheat' I did where I deformed the curve - really the more appropriate workflow is to establish a 'base' mesh as Rob describes, which can become very useful to be comfortable with particularly if you plan on using ICE for rigging/character deformations etc. :D
Sent from my iPad On Jan 30, 2013, at 5:46 AM, Rob Chapman <[email protected]> wrote: > On 30 January 2013 10:37, Nuno Conceicao <[email protected]> wrote: >> So basically what u did was to create a vector flow (Tangent map) for the >> body surface, then use it to move the particles as a force, right? > > pretty much yes, no need for a vertex map , just set the data as an > attribute on the geometry with a closest location to curve tangent > and in the particles use get closest location to read the vector > attribute back off and apply it as a force. a few multiplies needed > to balance out the opposing forces etc. > I would include the scene normally but it literally took 5 minutes to > setup so its best left to learn this technique its very effective. if > you also multiply the effect by distance to the surface it won't snap > in place like my example did :) > > Thanks to Paul Smith for bringing it up in the first place! > > cheers > > Rob

