Another thing you could try:

Vector Flow (by Paul Smith)
Part 1: https://vimeo.com/36709750
Part 2: https://vimeo.com/36710386

Am 19.09.2013 00:27, schrieb Kris Rivel:
That kind of works...but some are still pointed in random directions. But good to know how it should work!

Kris


On Wed, Sep 18, 2013 at 6:19 PM, Kris Rivel <[email protected] <mailto:[email protected]>> wrote:

    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]
    <mailto:[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] <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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