Hey Tim, yeah, I'd like to suggest storing your vectors in PointReference mode.
You can think of PointReferenceFrame as the local coordinate system of the vertex: Y being the normal direction and X pointing towards the first neighbor vertex. If you select a vertex of a polygon mesh, enter the Translate tool and switch to "Local" then that's the coordinate system represented by PointReferenceFrame. *So, try something like this for storing :* YourVectorPerPoint ------------------------------------> MultiplyVectorByMatrix ---> SetData(self.crvTanAvg) / GetData(self.PointReferenceFrame) ----> Invert -----/ *And then this for retrieving and applying:* GetClosestLocation ---> GetData(crvTanAvg) ----------------------> MultiplyVectorByMatrix ---> SetData(self.tmp) / GetData(self.PointReferenceFrame) -----------/ Cheers, -M -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Wed, Feb 3, 2016 at 5:53 PM, Tim Bolland <tim_boll...@hotmail.co.uk> wrote: > Hey Dan, all the animation is point cache based so I don't think that's > it. Could there be a work around with the "Point Reference Frame" node? I'm > not using it but I have seen other compounds that have. Paul Smith's "Cage > Strands" for example, does something similar and uses it. I've never used > it before so I'm little in the dark about what it's doing. > > Cheers, > > Tim > > ------------------------------ > From: danyarg...@gmail.com > Date: Wed, 3 Feb 2016 16:46:10 +0000 > Subject: Re: What's going on here? (Vectors in ICE) > To: softimage@listproc.autodesk.com > > > Hey Tim, > > If I'm not mistaken, you should be multiplying the re-interpreted vectors > by the global transformation matrix of the re-interpret target object. Or > perhaps just it's rotation matrix... > > DAN > > > > On Wed, Feb 3, 2016 at 4:40 PM, Tim Bolland <tim_boll...@hotmail.co.uk> > wrote: > > Hi Martin, 2015 SP2. The node no longer crashes which is good, but I have > that behaviour still. I even checked in an older version and it happens > there too. > > Cheers, > > Tim > > *From:* Martin Chatterjee <martin.chatterjee.li...@googlemail.com> > *Sent:* Wednesday, February 03, 2016 5:32 PM > *To:* softimage@listproc.autodesk.com > *Subject:* Re: What's going on here? (Vectors in ICE) > > Hey there Tim, > > what Softimage version are you using? > > AFAIK the Reinterpret Location node has been broken in 2015, but > supposedly got fixed in 2015 SP2. Maybe that's the reason? > > Cheers, Martin > > -- > Martin Chatterjee > > [ Freelance Technical Director ] > [ http://www.chatterjee.de ] > [ https://vimeo.com/chatterjee ] > > On Wed, Feb 3, 2016 at 2:10 PM, Tim Bolland <tim_boll...@hotmail.co.uk> > wrote: > > Hi, I'm little stumped with this behavior in ICE. I'm using a static > version of a mesh to pick up and store curve tangencies. I then use the > reinterpret location node to grab the stored vectors on an animated copy of > the mesh. This works as expected and I see the vectors have translated > nicely. However If I emit particles from the animated mesh and grab the > tangency data from the emit location, the vectors don't show up > 'correctly'. It's as if it's reading the tangency from the initial static > mesh, or something like that. > > Has anyone got any ideas what's going on? > > Dropbox image: > https://www.dropbox.com/s/nmomf3jkg2r81d8/VectorsAlign.jpg?dl=0 > > Regards, > > Tim > > p.s Sent again with dropbox link instead of attachment > > > > > > > >