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
>>
>
>

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