Just from the top of my head, as I don't have time to set sth up right now:
 make two grids. On the first you set the positions where you want your strands
to be. This grid stays undeformed. The second grid is a copy of the first and
this one will be deformed. You can get the locations from grid one and use them
on the deformed grid with a compound called "reinterpret location on new
geometry". That way they should stick. I hope that gets you somewhere...
Or if your setup permits you can do it on one mesh using the emitLocation, or
some custom parameter for the location. This has to be stored before the push
operator and read afterwards...so you would need two ice trees for that.

cheers,
Thomas

> Morten Bartholdy <[email protected]> hat am 9. Januar 2015 um 16:33
> geschrieben:
> 
> 
>  I am generating strands from a grid which I want to deform with a push
> deformer and have the strands stick like fur when it does so. I am using Emit
> Strands and it works fine until I start deforming the grid - then the strands
> start moving around on the surface. I have tried sticking them to the emit
> location without any luck, so I am a bit stuck here.
> 
>  It is a setup I created a while ago which makes a grassy patch with various
> controls for length, bending, variation and non simulated turbulence for wind
> style animation, etc. so I can't readily use Kristinka or Paul Smiths Fuzz
> instead.
> 
>  Is there a way to use Emit Strands for this, or do I have to go with another
> strand generation method?
> 
> 
>  Thanks - Morten
> 
> 
> 
> 

Reply via email to