Well locations contain tons of information about the "location" which is being returned. If you raycast onto a polymesh you'll have a bunch of information within that location you can use. One of which is "pointposition" which you can plug into the translation of the matrix node. If you plug the location output into a get data node you can then explore and see all the available attributes you can use from that location.
Since you're dealing with particles, yes you should be using a simulated ICE Tree and can use the "Add Point" node to create particles at each frame. Raycast[Location] > Get Data[Point Position] > Add Point[positions] -------------------------------------------- Eric Thivierge http://www.ethivierge.com On Wed, Mar 27, 2013 at 11:36 AM, Sam <[email protected]> wrote: > I’m not sure that would work with what I’m trying to do. What I was > thinking was sort of a laser effect. I can move or rotate my null to aim it > at objects and it would leave a trail of particles behind which I will then > emit more particles from for smoke. My biggest problem is figuring out > which nodes I need to use to make it work. For example, raycast gives me a > location, but I cannot plug that into the translation on the SRT to matrix > node. So, once again I am stuck. This is what gets me stuck 99% of the time > with ICE. I know it’s possible, but I can spend hours trying to figure out > something that seems like it should be very simple. It would be great if > Ice could be a little smarter about things like this.**** > > ** ** > > ** ** > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Alan Fregtman > *Sent:* Wednesday, March 27, 2013 7:00 AM > *To:* XSI Mailing List > *Subject:* Re: Moving objects using ICE and raycast?**** > > ** ** > > Or you know... select your null, go to the ICE module, (below the > Kinematics label) go to Constrain->to Closest Surface and pick your mesh.* > *** > > ** ** > > :)**** > > ** ** > > ** ** > > ** ** > > On Tue, Mar 26, 2013 at 10:46 PM, Eric Thivierge <[email protected]> > wrote:**** > > You don't need to use a simulated tree to do this. > > You'll need to set the kine.global of the object with a matrix which you > can build from an SRT to Matrix node. Feed your position from your raycast > into the translation of the SRT to Matrix node.**** > > > **** > > -------------------------------------------- > Eric Thivierge > http://www.ethivierge.com**** > > ** ** > > On Tue, Mar 26, 2013 at 10:41 PM, Sam <[email protected]> wrote:**** > > First off, this is just a learning exercise, not an actual project. I’m > trying to set up an ice tree where I’m using a null to get a location on > another mesh (raycast) and then move an object along that mesh. I can get > the position on the mesh just fine, but I’m having trouble moving the > object. I can seem to set the object position through ICE, but I’m sure it > should be possible. Also I’m not completely sure how I would move the > object along the position. What I’m doing now is just getting the positions > per frame, but I’m not sure this would be the best way because I’m not sure > this will work correctly with motion blur. I thought about using the points > to create a curve and then moving the objects along the curve, but I’m not > sure this is completely possible to do through ICE. Any help is appreciated. > **** > > ** ** > > ** ** >

