you can use a cached (ice) result of your character, and load it via the ice cache node in the sim stack.
then you´re able to get the position from the last frame.

Am 02.09.2013 04:08, schrieb Leonard Koch:
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] <mailto:[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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christian keller
visual effects|direction

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