This is a huge help! Thanks! Eric
Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Sun, Sep 1, 2013 at 10:08 PM, Leonard Koch <[email protected]>wrote: > 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 >> > >

