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 >> >

