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

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