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>*

