Hey guys,

I've worked around this issue but I'm very curious why it's happening:

If you use the "Verlet Framework" compound to do some jiggle using the
thing to point to another target mesh, it seems that the jiggly bits are
ahead of the non-jiggly parts.

Any ideas why that is? I worked around it by subtracting PointVelocity from
the PointPosition in Post-Simulation, and that makes it lag after, not
ahead, and appears to look alright.

Cheers,

   -- Alan

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