Gotta love ICE for this sort of stuff – pull up closest location, and normal, 
tangent, position, whatever – and massage the particles or mesh during 
/before/after the simulation. Fluid shaper, push and pull along normals or 
towards a collision location, or in our outside another object, like a collider 
or container, cut some bits away with a volume,...
Perhaps blend a modeled/animated mesh with together with the simulated mesh in 
places where you need a very specific result, and that the simulation doesn’t 
easily give you. Or add some non-simulated particles together with the 
simulated ones in places to influence the generated mesh or ...

Sorry couldn’t resist – but hey – it’s still the softimage list, right?

From: Gerbrand Nel 
Sent: Wednesday, August 13, 2014 1:24 PM
To: [email protected] 
Subject: Re: OT Maya: push deformer

Ok now for the next problem.. does maya have a relax or smooth deformer?
G
On 2014-08-13 12:29 PM, Raffaele Fragapane wrote:

  That's probably a better way to do it, working on components isn't a Deformer 
and will eventually bite you in the arse.

  On 13 Aug 2014 19:18, "Gerbrand Nel" <[email protected]> wrote:

    oh cool, thanks Ben.
    I just figured out another way.
    I used a texture deformer, with no texture, just a white color and set my 
strength to -1.
    Seems to work pretty well too.
    G

    On 2014-08-13 11:07 AM, Ben Beckett wrote:

      it's in Edit Mesh  "Transform component" 
      select your mesh and pull the z translate in or out

      Ben



      On 13 August 2014 09:33, Gerbrand Nel <[email protected]> wrote:

        Hey guys
        Doing a bifrost job at the moment, and I would like to flatten my 
liguid mesh a bit.
        I'm thinking something like the softimage push deformer would work.
        Is there something like this in Maya, and would it work on a bifrost 
mesh?
        Thanks guys
        G





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