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
--
christian keller
visual effects|direction
m +49 179 69 36 248
f +49 40 386 835 33
[email protected]