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
>>
>
>

Reply via email to