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
>>>
>>>
>>
>

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