Unfortunately, Paul's method doesn't seem to work.  I followed each step
but it seems somewhat dependent on the geo's global coordinates.  Moving
the mesh and curve around causes them to move/spin around.  Where the mesh
bends, it changes direction as well.  Not sure why...its an easy setup to
repo but my instances do not flow like his does in the video.

Kris


On Wed, Sep 18, 2013 at 6:46 PM, Kris Rivel <[email protected]> wrote:

> Ah yes...thanks..I'll check that out for sure.
>
> Kris
>
>
> On Wed, Sep 18, 2013 at 6:29 PM, Vincent Ullmann <
> [email protected]> wrote:
>
>>  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]> 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]> 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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>>>>>
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