Have a look at the node: re-interpret the locations to new geometry. I think you'll need to sim on a static version of your character mesh and reinterpret to an enveloped version of the mesh.
On 15 August 2013 00:40, Eric Lampi <[email protected]> wrote: > I have a simulation where I am flocking particles with Emflock and pushing > them back onto the emission geo. So they flow along the surface and > interact, and it's exactly what I need. However, with an enveloped > character however, the particles do not inherit any kind of velocity and > the slide over the surface as the geo moves. The closest thing I can think > of to describe it is little groups of bugs crawling along the surface of a > character... > > They need to flow, but the also need to deform along with and stick to the > character. Particles are emitted all at once to fill the surface, and I > have copied the points positions and generated new points in another > un-simulated cloud, but now, what is the best way to keep them stuck to the > body as it moves? > > I'm a bit of a nOOb with EMflock, and it seems like this is the sort of > thing that it would be great at, I just don't think I have figured out what > to use to make this happen. > > Thanks > > Eric > > > Freelance 3D and VFX animator > > http://vimeopro.com/user7979713/3d-work > -- www.matinai.com

