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
>

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