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

