Oops had an attachment on prior post, here it is sans oversized file...

I think I see what you're asking. This scene:
https://dl.dropbox.com/u/3602519/example_conformToSimulatedSurface.zip doesn't
do what you want, then, because you want the simulation to "flow" down the
cylinder's topology as it deforms, not just flow downwards in global space,
right?

Take a look at paul smith aka pooby's vimeo posts on vector flow.


On Tue, Jan 29, 2013 at 2:42 PM, Andy Moorer <andymoo...@gmail.com> wrote:

> I made a cheesy compound implementing paul's vector field concept a while
> back and just jammed it into the example scene I made... this is what you
> want it to do, right?
>
> It get's a bit more complex, basically I've made sure a curve and the
> surface are deforming together, and then use that curve to specify a
> direction vector on each point of the deforming mesh, which is updated per
> frame. That vector is then used as a force in the same simulation.
>
>
> https://dl.dropbox.com/u/3602519/example_conformToSimulatedSurface_vectorField.zip
>
> Byron, check out http://andy.moonbase.net/archives/905 on my site, it
> doesn't fully answer your question but has some application in that
> direction. Also I think Brad Gabe touched on this topic in a vemeo post...
>
> Cheers all.
>
>
> On Tue, Jan 29, 2013 at 2:33 PM, Toonafish <ron...@toonafish.nl> wrote:
>
>>  maybe this tutorial by Helge Mathee will help : http://vimeo.com/1503174
>>
>> - Ronald
>>
>>
>>
>> On 1/29/2013 20:17, Byron Nash wrote:
>>
>> On this topic, what's a good way to grow the particles "organically". For
>> example, have particles grow or change outwardly from a point of origin?
>> Similar to how a moss or other growth would encompass an object.
>>
>>
>> On Tue, Jan 29, 2013 at 1:32 PM, Rob Chapman <tekano....@gmail.com>wrote:
>>
>>> not really :)
>>>
>>>  so this move to closest location now worked as expected then or not?
>>> if the 'hand' or surface is moving or deforming you could also account for
>>> a velocity force from the closest location as well.  point position is not
>>> the only thing you can get from a location.
>>>
>>>
>>> On 29 January 2013 18:13, Nuno Conceicao <nunoalexconcei...@gmail.com>wrote:
>>>
>>>> This actually gives an undesired result, basically the particles kind
>>>> of stay inert not really following the surface (that is deforming/moving
>>>> underneath) imagine u have a ball on your hand and move it quickly, the
>>>> ball inertia makes it stay where it is then it drops/sticks to the closest
>>>> surface (could be your other hand or the floor)
>>>> :)
>>>>
>>>>  What i really want is for them to move on the skin surface, lets say
>>>> from the tip of your index finger to the base of the finger, while your
>>>> hand is moving...
>>>> Hope this makes my point a bit clearer :)
>>>>
>>>>
>>>>
>>>>
>>>> On Tue, Jan 29, 2013 at 5:39 PM, Sandy Sutherland <
>>>> sandy.sutherl...@triggerfish.co.za> wrote:
>>>>
>>>>>  If you use the get closest location - then the position it returns
>>>>> you can feed right into a self.PointPosition set data node - if you type
>>>>> into the search box 'set point position' then you should find a node.  If
>>>>> you put that setup after any other forces or move nodes, then it will make
>>>>> the movements then stick the points to the surface.
>>>>>
>>>>> S.
>>>>>
>>>>>   *                                                               *
>>>>> Sandy Sutherland <sandy.sutherl...@triggerfish.co.za> | Technical
>>>>> Supervisor
>>>>>    <http://triggerfish.co.za/en>
>>>>>  <http://www.facebook.com/triggerfishanimation>
>>>>>    <http://www.twitter.com/triggerfishza>
>>>>>    ------------------------------
>>>>>  *From:* softimage-boun...@listproc.autodesk.com [
>>>>> softimage-boun...@listproc.autodesk.com] on behalf of Nuno Conceicao [
>>>>> nunoalexconcei...@gmail.com]
>>>>> *Sent:* 29 January 2013 19:31
>>>>>
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* Re: Surface Flowing Particles
>>>>>
>>>>>   Sorry, Rob, not really sure what you mean with "set closest
>>>>> location"
>>>>>
>>>>>
>>>>> On Tue, Jan 29, 2013 at 5:02 PM, Rob Chapman <tekano....@gmail.com>wrote:
>>>>>
>>>>>> also a get closest location (your surface) > set closest location
>>>>>> will stick your particles to the surface but still allow them to move
>>>>>> around with forces and simulation.
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 29 January 2013 16:57, Renaud Bousquet <
>>>>>> renaud.bousq...@modusfx.com> wrote:
>>>>>> > Hello,
>>>>>> >
>>>>>> > Something like this could help you for particles movements.
>>>>>> > http://vimeo.com/36709750
>>>>>> >
>>>>>> > Create a vector flow then use it as a force for your particles via
>>>>>> closest
>>>>>> > location.
>>>>>> > Hope it can help you!
>>>>>> >
>>>>>> > RB
>>>>>> >
>>>>>> >
>>>>>> > On 29/01/2013 11:14 AM, Nuno Conceicao wrote:
>>>>>> >>
>>>>>> >> Hi guys, just came across this task where basically I need to
>>>>>> create a
>>>>>> >> kind of growing particles effect (Ex: foam/bubbles) where the
>>>>>> particles
>>>>>> >> move, multiply and grow on a deforming surface.
>>>>>> >>
>>>>>> >> Basically, cant use stick to surface, flow around surface also
>>>>>> doesnt work
>>>>>> >> since the particles need to kind of stay on the surface at all
>>>>>> times. Cant
>>>>>> >> get Slide on surface to work properly too.
>>>>>> >>
>>>>>> >> Using an expanding weight-map kind of gets something close but
>>>>>> quite
>>>>>> >> different to what i wish to achieve, the problem is that the
>>>>>> particles
>>>>>> >> should also move and slide, so they cant be stuck on the surface,
>>>>>> but follow
>>>>>> >> its deformation..
>>>>>> >>
>>>>>> >> I also tried a process using states to make the particles spawn
>>>>>> once they
>>>>>> >> achieve a certain size, pop into 2 or 3 smaller bubbles which in
>>>>>> turn pop
>>>>>> >> again into smaller ones, but couldn't get them to follow the
>>>>>> surface
>>>>>> >> properly.
>>>>>> >>
>>>>>> >> I guess that might be several approaches for the issue, maybe
>>>>>> someone
>>>>>> >> knows a compound that does something similar that could maybe be
>>>>>> adapted to
>>>>>> >> this purpose.
>>>>>> >>
>>>>>> >> Cheers
>>>>>> >>
>>>>>> >> Nuno
>>>>>> >
>>>>>> >
>>>>>> >
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>>
>> --
>> Ronald van Vemden
>> -----------------------------------------------
>> 3D Graphics & Animation
>> Cyberfish Laboratories | www.cyberfish.nl
>> Toonafish | www.toonafish.nl
>> tel. +31(0)20 5289291
>> fax  +31(0)20 5289292
>> email: ron...@toonafish.nl
>>
>>
>

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