How is your UV-Map set up? You should make sure the UV-Shells are all aligned along the same Axis (U or V). As i build this compound, i made 2 UV-Sets. One for Texturing and one for Particle-Alignment.

Vincent


Am 18.09.2013 23:40, schrieb Kris Rivel:
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] <mailto:[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] <mailto:[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] <mailto:[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] <mailto:[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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