BTW...I should clarify...I don't want the particles to go "around...avoid" the mesh...they are flowing ON the mesh.
On Thu, Sep 12, 2013 at 12:05 PM, Kris Rivel <[email protected]> wrote: > Thanks...trying that and it doesn't seem to work...maybe I'm not doing it > properly :-/ > > > On Thu, Sep 12, 2013 at 10:29 AM, Christian Freisleder > <[email protected]>wrote: > >> hey Kris, >> if it is a simulated ice tree you could get the closest location on the >> previous frame and the current frame, subtract the pointpositions from each >> other and add this vector to your current point pos. Now do a new closest >> location search with the new pos vector as an input and you should have a >> compensation for your momentum on a per point basis. >> Not sure it works though. >> hope that helps. >> >> christian >> >> >> >> On 12.09.2013 15:51, Kris Rivel wrote: >> >>> I have a character walking around that has flocking particles flowing >>> around the mesh. It looks great...but when the character moves, the >>> particles "slide" to the back...responding I guess to the mesh/bodies >>> momentum forward. Is there any way to prevent that? I want them to flow >>> around but not respond to the mesh's movement in space. I'm using a get >>> closest location, get point and particle position, into a linear >>> interpolate then into a set particle position...with an align to surface to >>> handle the up vector. Any ideas? >>> >>> Kris >>> >> >> >

