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
>



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