Cool, thanks for the suggestions!

Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Thu, Aug 15, 2013 at 10:43 AM, Leo Quensel <[email protected]> wrote:

> You probably won't even have to cache that out for correct PointVelocity.
> Just store the PointPosition at Previous frame in a custom attribute in
> your Simulation Tree, and calculate the difference between this Attribute
> and the current Pointposition in the Post-Sim Stack as your new
> PointVelocity.
>
> *Gesendet:* Donnerstag, 15. August 2013 um 16:28 Uhr
> *Von:* "Alan Fregtman" <[email protected]>
> *An:* "XSI Mailing List" <[email protected]>
> *Betreff:* Re: Flocking particles that stick to character topology
>  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
>>
>

Reply via email to