egtman"
> *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 stati
r 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 icetr
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
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 Emf
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
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