Great stuff, thanks! I've been trying to stay away from simulations, but the workflow is basically the same with non-simulated trees. I just get in the mindset with simulations that everything has to happen in 1 ICE tree.
ᐧ On Sat, Dec 21, 2013 at 1:28 PM, olivier jeannel <[email protected]>wrote: > Sometimes when you're in Simulation mode, it's nice to have an ice tree > on top the simulation (Post-Sim) to stick some values back. For example, > sticking the PointPosition back to the first StrandPosition. > Andy moorer has a nice article here http://andy.moonbase.net/archives/859 > > Also, atm I use to separate the pointcloud that emit from the point cloud > that will "do" stuff. > Sometimes it could be nice. Vincent Ullman do it here > https://vimeo.com/groups/ice/videos/71855954 > > > Le 21/12/2013 19:12, Paul Griswold a écrit : > > Thank you! > > I figured it'd be something simple like that. > > The way I had it, was it returning the polygon position for the previous > frame? It seemed to be 1 frame off. > > -Paul > > ᐧ > > > On Sat, Dec 21, 2013 at 12:42 PM, olivier jeannel <[email protected] > > wrote: > >> Just this : >> >> Le 21/12/2013 18:39, olivier jeannel a écrit : >> >> Multiply vector by matrix should get your point back on the emitter. >> >> >> Le 21/12/2013 17:39, Paul Griswold a écrit : >> >> I'm doing some motion graphics work where I am getting each polygon's >> position from my emitter, then using that to drive emit from position. I'm >> creating strands and having the emitter fly along a curve. >> >> The problem is, when using emit from position, stick to location >> (emitter) doesn't work. >> >> It works fine when I emit from Geometry because the geometry is the >> emitter, but I need just 1 particle/strand to be emitted per polygon. >> >> I've also tried Get Closes Location on Geometry to drive Stick to >> Location, but my particles/strands lag about 1 frame behind. It's an OK >> solution, but I'd rather get it right. >> s >> Is there a way to get 1 strand per poly that'll stick to the emitter >> when the emitter is animated along a path? >> >> Thanks! >> >> Paul >> >> ᐧ >> >> >> >> > >
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