I guess if you know what the frozen tree contained (or it was a compound) you
can always just recreate it anytime if you need it so in that way there's
no risk?

On Tuesday, 14 January 2014, Alan Fregtman wrote:

> 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?...
>
>
>
>

-- 


Simon Reeves
London, UK
*[email protected] <[email protected]>*
*www.simonreeves.com <http://www.simonreeves.com>*
*www.analogstudio.co.uk <http://www.analogstudio.co.uk>*

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