do this often with particles and 'reinterpret location' node.
essentially simulate stuff off the frozen extracted geometry which is
then 're-interpreted' back onto the moving enveloped geometry.

1.  extract from desired frame enveloped geometry

2. freeze this so its not 'live'  simulate your particles off / with it

3. re-intrpret particles positions based off the frozen mesh relocated
to the moving geometry.


On 22 August 2013 15:54, Andi Farhall <[email protected]> wrote:
> a bit leftfield perhaps but could you have a copy of the character mesh
> which is frozen and then use ice to have the copy follow the original? You
> could then blend between the animated version and the static one.
>
> Andi
>
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> ________________________________
> Date: Thu, 22 Aug 2013 09:47:23 -0400
> Subject: Envelope freeze
> From: [email protected]
> To: [email protected]
>
>
> Can anyone think of a clever way to "freeze" a mesh that's enveloped but not
> destructively?
>
> I'm adding some simulation functions to our character rig, basically just a
> copy of the enveloped mesh that I am using for particle generation. In order
> for my setup to work, it needs to be a static pose. So what I am looking for
> is a way to remove the envelope's influence on a frame I choose, but keeping
> that static pose. Something like when you mute the envelope operator, but
> the mesh needs to stay in that pose and not snap back to it's pre-enveloped
> position.
>
> I want to be able to re-enable the envelope if I need to.
>
> Thanks,
> Eric
>
>
> Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work

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