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 >> > >

