Hi Eric,
If you want to still drive a weightmap though, you can duplicate the mesh
and link the point position to the original mesh at the simulation stack.
Then you should be able to store the previous point position in the
duplicated mesh sim stack to calculate the point velocity for your
weightmap.

Cheers,
edy


On Mon, Sep 2, 2013 at 11:09 AM, Eric Lampi <[email protected]> wrote:

> 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
>>>
>>
>>
>


-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com

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