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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