They wont because in effect what you are doing is just taking the normal,
World Yup and crossing them which will result in a vector perpendicular to
both the normal and the Yup. So during a bend, this result vector is not
tangential to the surface.

You definitely need a vector which is tangential to the surface at the
point where the normal is coming out of the surface.

I would suggest looking in the approach of getting neighbour points closest
to the normal location and generating a vector from that instead of using a
cross product at all. Though you have to take care of the logic around edge
vertex. But it can be a good start.


On Wed, Sep 18, 2013 at 5:09 PM, Vincent Fortin <[email protected]> wrote:

> Do you want the axis perpendicular to the normal? If so use a cross
> product, plug the normal in the first input and try something like 0,1,0
> for the second input.
>
>
> On Wed, Sep 18, 2013 at 4:05 PM, Kris Rivel <[email protected]> wrote:
>
>> I'm trying to make a simple setup where I can align particles along a
>> deformed/animated surface based on another vector.  No problem aligning
>> them on their normal but I want them to all flow in the same direction
>> along their other axis...all point forward.  Is there anyway to do this
>> with a polymesh?  Maybe through UV data?
>>
>> Kris
>>
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