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 >> >> -------------------------- >> To unsubscribe: mail [email protected] with >> subject "unsubscribe" and reply to the confirmation email. >> > > > -------------------------- > To unsubscribe: mail [email protected] with subject > "unsubscribe" and reply to the confirmation email. > --
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