If you go that route, you could do it in the same cloud by reinterpreting
locations in a post-sim icetree. That way the sim runs cleanly every frame
on the static mesh and then appears in the enveloped one.

You may have motionblur problems though. If you care about it, you can
cache out the as it appears on the enveloped mesh and then compute the
PointVelocity yourself between the CacheOnFile (read) node when you're
loading it back in. (PointVelocity is one of the attributes used for
defining motionblur.)


On Wed, Aug 14, 2013 at 8:00 PM, Matt Morris <[email protected]> wrote:

> 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
>

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