By the way, as long as your locations are in-use (or you got Display Values on for it) you can freeze the tree responsible for doing the location lookup and storing it to a custom attribute.
It will "freeze" the locations and it will be way faster when reading them. The second you change topology though, you'll need to compute the locations again. Same goes if you want to recreate the locations or overwrite what's frozen. I am currently employing this technique in production in a film with an epic car chase. The cars that crash are being (ICE) cage-deformed by an outer shell "blob" mesh (through shapekeys to warp them) and it's effectively using frozen locations to transfer the deformation to the entire set of meshes in the car relative to the cage mesh. On Tue, Jan 14, 2014 at 1:48 PM, Simon Reeves <[email protected]> wrote: > Thanks Dan, > > Glad I'm not going crazy... It's one of those things I thought that I have > done before and worked.. > > > > Simon Reeves > London, UK > *[email protected] <[email protected]>* > *www.simonreeves.com <http://www.simonreeves.com>* > *www.analogstudio.co.uk <http://www.analogstudio.co.uk>* > > > On 14 January 2014 17:46, Dan Yargici <[email protected]> wrote: > >> Hi Simon. >> >> The sample set will constantly change with deformations. You have to >> emit from a static version and stick to a re-interpreted location on the >> deforming version. >> >> It's a little irritating, yeah. >> >> DAN >> >> >> On Tue, Jan 14, 2014 at 5:40 PM, Simon Reeves <[email protected]>wrote: >> >>> Hello list, happy new year! >>> >>> I'm slightly puzzled here with locations. I thought that just having >>> this simple set up would do the job, but alas it does not (see attached >>> image) >>> >>> This tree is in a cloud in a non simulated stack, without time variation >>> and without the seed changing. >>> >>> I thought that the points should stick to the same location on the >>> geometry while the geometry deforms?... The do stick when the object's SRT >>> moves, but not any deformation.. >>> >>> Now I can get this to work by adding a sim ice tree and just using* >>> 'Stick to Location'* >>> >>> But it'd be great if it wasn't a simulated tree, and more to the point >>> I'm just surprised that the locations change in the first >>> place....(especially when i can stick to them afterwards), what is changing >>> every frame initially? Is location based on the bounding box of the >>> geometry or something?... >>> >>> Thanks... >>> Simon >>> >>> >>> Simon Reeves >>> London, UK >>> *[email protected] <[email protected]>* >>> *www.simonreeves.com <http://www.simonreeves.com>* >>> *www.analogstudio.co.uk <http://www.analogstudio.co.uk>* >>> >> >> >

