You're a brave soul Alan. I don't trust frozen locations on meshes further than I can throw them... and I can't throw them at all...

Not something I would recommend myself.

- Eric T.

On Tuesday, January 14, 2014 4:53:50 PM, Alan Fregtman wrote:
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]
<mailto:[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] <mailto:[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]
    <mailto:[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] <mailto:[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] <mailto:[email protected]>/
            /www.simonreeves.com <http://www.simonreeves.com>/
            /www.analogstudio.co.uk <http://www.analogstudio.co.uk>//
            /





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