Thanks Andy, indeed, using a vector flow force seems to be the best way to deal with my problem.
Cheers On Tue, Jan 29, 2013 at 7:51 PM, Andy Moorer <andymoo...@gmail.com> wrote: > 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 >>> >>> >> >