Oh and I took a look at this but it doesn't work well for me for some
reason.  They're just pointing in various directions.  And I have a good uv
map:  https://vimeo.com/46081934


On Wed, Sep 18, 2013 at 5:39 PM, Kris Rivel <[email protected]> wrote:

> 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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>>
>>
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