Can't say there weren't random hiccups along the way but it's been working
99.9% on several dozen different vehicles.



On Tue, Jan 14, 2014 at 4:59 PM, Eric Thivierge <[email protected]>wrote:

> 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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