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
>>>
>>
>>
>

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