oh so you basically lay out the UV like a grid...so everything is lined up? This surface is too high res and detailed to do that. But perhaps I can use a neighboring surface that is a simple tube to extract the value from.
Kris On Wed, Sep 18, 2013 at 5:54 PM, Vincent Ullmann < [email protected]> wrote: > 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]> 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 >>>>> >>>>> -------------------------- >>>>> 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. >>>> >>> >>> >>> >>> -- >>> >>> -------------------------- >>> 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. > > > > -------------------------- > To unsubscribe: mail [email protected] with subject > "unsubscribe" and reply to the confirmation email. >
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