Hey Eric. unfortunately you can't drive a weightmap on an object based on its pointvelocity, since you only have access to previous frame values, if your ice-tree is in the simulation part of the stack, which in turn, makes all envelopes useless. You can only effectively use this data in the simulated ice-tree on another object, like in the pointcloud where you are emitting the particles for example.
Here is a screenshot which shows how to emit particles based on the movement of a mesh: https://leonard-koch.squarespace.com/s/EmittingBasedOnVelocityForEric.jpg And here is the scene: https://leonard-koch.squarespace.com/s/EmitByVelocity.scn I hope this helps! On Mon, Sep 2, 2013 at 1:37 AM, Eric Lampi <[email protected]> wrote: > I'm trying to get this to work, but I am having little success. It seems > like it should be fairly straightforward. > > I would like to drive a weightmap by the velocity of the geo's points that > are being deformed by a skeleton. I can't seem to quite figure out how to > access it and I am guessing some of it will depends where the envelope is > set and where the ice tree is located. The result of which I can use to > emit particles or set properties where there is the most movement, probably > clipping it below a certain threshold. I understand in principal, but right > now I'm just stuck. > > I've taken a look around in for some reference. I'm actually pretty > surprised there aren't at least a couple nodes floating around that already > do this kind of thing.. > > Thanks, > > Eric > > > Freelance 3D and VFX animator > > http://vimeopro.com/user7979713/3d-work >

