Re: Re: Flocking particles that stick to character topology
Cool, thanks for the suggestions! Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Aug 15, 2013 at 10:43 AM, Leo Quensel wrote: > You probably won't even have to cache that out for correct PointVelocity. > Just store the PointPosition at Previous frame in a custom attribute in > your Simulation Tree, and calculate the difference between this Attribute > and the current Pointposition in the Post-Sim Stack as your new > PointVelocity. > > *Gesendet:* Donnerstag, 15. August 2013 um 16:28 Uhr > *Von:* "Alan Fregtman" > *An:* "XSI Mailing List" > *Betreff:* Re: Flocking particles that stick to character topology > If you go that route, you could do it in the same cloud by > reinterpreting locations in a post-sim icetree. That way the sim runs > cleanly every frame on the static mesh and then appears in the enveloped > one. > > You may have motionblur problems though. If you care about it, you can > cache out the as it appears on the enveloped mesh and then compute the > PointVelocity yourself between the CacheOnFile (read) node when you're > loading it back in. (PointVelocity is one of the attributes used for > defining motionblur.) > > > On Wed, Aug 14, 2013 at 8:00 PM, Matt Morris wrote: >> >> Have a look at the node: re-interpret the locations to new geometry. I >> think you'll need to sim on a static version of your character mesh and >> reinterpret to an enveloped version of the mesh. >> >> On 15 August 2013 00:40, Eric Lampi wrote: >>> >>> I have a simulation where I am flocking particles with Emflock and >>> pushing them back onto the emission geo. So they flow along the surface and >>> interact, and it's exactly what I need. However, with an enveloped >>> character however, the particles do not inherit any kind of velocity and >>> the slide over the surface as the geo moves. The closest thing I can think >>> of to describe it is little groups of bugs crawling along the surface of a >>> character... >>> >>> They need to flow, but the also need to deform along with and stick to >>> the character. Particles are emitted all at once to fill the surface, and I >>> have copied the points positions and generated new points in another >>> un-simulated cloud, but now, what is the best way to keep them stuck to the >>> body as it moves? >>> >>> I'm a bit of a nOOb with EMflock, and it seems like this is the sort of >>> thing that it would be great at, I just don't think I have figured out what >>> to use to make this happen. >>> >>> Thanks >>> >>> Eric >>> >>> >>> Freelance 3D and VFX animator >>> >>> http://vimeopro.com/user7979713/3d-work >>> >> >> >> -- >> www.matinai.com >> >
Aw: Re: Flocking particles that stick to character topology
You probably won't even have to cache that out for correct PointVelocity. Just store the PointPosition at Previous frame in a custom attribute in your Simulation Tree, and calculate the difference between this Attribute and the current Pointposition in the Post-Sim Stack as your new PointVelocity. Gesendet: Donnerstag, 15. August 2013 um 16:28 Uhr Von: "Alan Fregtman" An: "XSI Mailing List" Betreff: Re: Flocking particles that stick to character topology If you go that route, you could do it in the same cloud by reinterpreting locations in a post-sim icetree. That way the sim runs cleanly every frame on the static mesh and then appears in the enveloped one. You may have motionblur problems though. If you care about it, you can cache out the as it appears on the enveloped mesh and then compute the PointVelocity yourself between the CacheOnFile (read) node when you're loading it back in. (PointVelocity is one of the attributes used for defining motionblur.) On Wed, Aug 14, 2013 at 8:00 PM, Matt Morris <matt...@gmail.com> wrote: Have a look at the node: re-interpret the locations to new geometry. I think you'll need to sim on a static version of your character mesh and reinterpret to an enveloped version of the mesh. On 15 August 2013 00:40, Eric Lampi <ericla...@gmail.com> wrote: I have a simulation where I am flocking particles with Emflock and pushing them back onto the emission geo. So they flow along the surface and interact, and it's exactly what I need. However, with an enveloped character however, the particles do not inherit any kind of velocity and the slide over the surface as the geo moves. The closest thing I can think of to describe it is little groups of bugs crawling along the surface of a character... They need to flow, but the also need to deform along with and stick to the character. Particles are emitted all at once to fill the surface, and I have copied the points positions and generated new points in another un-simulated cloud, but now, what is the best way to keep them stuck to the body as it moves? I'm a bit of a nOOb with EMflock, and it seems like this is the sort of thing that it would be great at, I just don't think I have figured out what to use to make this happen. Thanks Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work -- www.matinai.com
Re: Flocking particles that stick to character topology
If you go that route, you could do it in the same cloud by reinterpreting locations in a post-sim icetree. That way the sim runs cleanly every frame on the static mesh and then appears in the enveloped one. You may have motionblur problems though. If you care about it, you can cache out the as it appears on the enveloped mesh and then compute the PointVelocity yourself between the CacheOnFile (read) node when you're loading it back in. (PointVelocity is one of the attributes used for defining motionblur.) On Wed, Aug 14, 2013 at 8:00 PM, Matt Morris wrote: > Have a look at the node: re-interpret the locations to new geometry. I > think you'll need to sim on a static version of your character mesh and > reinterpret to an enveloped version of the mesh. > > > On 15 August 2013 00:40, Eric Lampi wrote: > >> I have a simulation where I am flocking particles with Emflock and >> pushing them back onto the emission geo. So they flow along the surface and >> interact, and it's exactly what I need. However, with an enveloped >> character however, the particles do not inherit any kind of velocity and >> the slide over the surface as the geo moves. The closest thing I can think >> of to describe it is little groups of bugs crawling along the surface of a >> character... >> >> They need to flow, but the also need to deform along with and stick to >> the character. Particles are emitted all at once to fill the surface, and I >> have copied the points positions and generated new points in another >> un-simulated cloud, but now, what is the best way to keep them stuck to the >> body as it moves? >> >> I'm a bit of a nOOb with EMflock, and it seems like this is the sort of >> thing that it would be great at, I just don't think I have figured out what >> to use to make this happen. >> >> Thanks >> >> Eric >> >> >> Freelance 3D and VFX animator >> >> http://vimeopro.com/user7979713/3d-work >> > > > > -- > www.matinai.com >
Re: Flocking particles that stick to character topology
Have a look at the node: re-interpret the locations to new geometry. I think you'll need to sim on a static version of your character mesh and reinterpret to an enveloped version of the mesh. On 15 August 2013 00:40, Eric Lampi wrote: > I have a simulation where I am flocking particles with Emflock and pushing > them back onto the emission geo. So they flow along the surface and > interact, and it's exactly what I need. However, with an enveloped > character however, the particles do not inherit any kind of velocity and > the slide over the surface as the geo moves. The closest thing I can think > of to describe it is little groups of bugs crawling along the surface of a > character... > > They need to flow, but the also need to deform along with and stick to the > character. Particles are emitted all at once to fill the surface, and I > have copied the points positions and generated new points in another > un-simulated cloud, but now, what is the best way to keep them stuck to the > body as it moves? > > I'm a bit of a nOOb with EMflock, and it seems like this is the sort of > thing that it would be great at, I just don't think I have figured out what > to use to make this happen. > > Thanks > > Eric > > > Freelance 3D and VFX animator > > http://vimeopro.com/user7979713/3d-work > -- www.matinai.com
Flocking particles that stick to character topology
I have a simulation where I am flocking particles with Emflock and pushing them back onto the emission geo. So they flow along the surface and interact, and it's exactly what I need. However, with an enveloped character however, the particles do not inherit any kind of velocity and the slide over the surface as the geo moves. The closest thing I can think of to describe it is little groups of bugs crawling along the surface of a character... They need to flow, but the also need to deform along with and stick to the character. Particles are emitted all at once to fill the surface, and I have copied the points positions and generated new points in another un-simulated cloud, but now, what is the best way to keep them stuck to the body as it moves? I'm a bit of a nOOb with EMflock, and it seems like this is the sort of thing that it would be great at, I just don't think I have figured out what to use to make this happen. Thanks Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work