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
>>>>>
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