Ugh, sounds like its going to be a head trip for me :-/  The deformed mesh
is a polymesh tube.  I can't change that.  But maybe I can have a nurbs
tube deformed along the curve too and extract its values?  I'm fine with
getting point normals but not sure the best way to translate and apply it.

Kris


On Wed, Sep 18, 2013 at 5:33 PM, Alok Gandhi <[email protected]>wrote:

> 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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