Beware, there's a bug in one of the 2015 xsi version with the reinterprete
location.

I believe Paul Smith - Bustykelp uses it in this tutorial
https://vimeo.com/66237847
But I can't check, vimeo doesn't work well here

On Tue, May 17, 2016 at 3:41 PM, David Saber <[email protected]> wrote:

> Hi Rob
> Thanks a lot for the tip, that seem like the right thing to do, however
> I'm not sure how to use this node and on the web there are so few
> resources... Enclosed is what I've tried so far. Suggestions?
> Thanks
> David
>
>
> On 2016-05-17 14:18, Rob Chapman wrote:
>
> Do the particle logic  animation on top of a stationary character and use
> 'reinterpret location' to put it back on top of the moving version.
> On 17 May 2016 12:16, "Mirko Jankovic" <[email protected]> wrote:
>
> I'm not much into particles and things but couldn't there be some way to
> actually emit only from the end of arm band fake part form elbow till that
> real emitter?
>
> On Tue, May 17, 2016 at 12:36 PM, David Saber < <[email protected]>
> [email protected]> wrote:
>
>> Hello!!
>>
>> I have a problem that I can't sort out. I have an emitter on an animated
>> character. The emitter is in the elbow area and points towards the hand.
>> The particles must run along the forearm and when they reach the hand,
>> they are released and must head for different direction. I'm using
>> states for that...
>>
>> But as the arm is animated, the problem I have with the State 0, is that
>> the particles fly everywhere and don't stay stuck to the forearm. To fix
>> that, I tried "slide on surface" (the surface being the character's
>> body), "flow around surface" and "stick on surface", but nothing gives
>> me satisfactory results.
>>
>> The ideal setup would be to prevent the particles from following the
>> arm's animation until they reach the hand... But is there a way to do
>> that?
>>
>> Thanks!!
>>
>> David
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>
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