I'll probably use Steven's solution for this particular case, thank you
all for the help!
On 01/03/2013 3:59 PM, Philip Melancon wrote:
Yep, hence my initial question...I'm slow but not THAT slow ;)
On 01/03/2013 3:12 PM, Stephen Blair wrote:
That's what I thought, but with Emission Type = Surface the points
move around as the surface deforms (even with Time Varying off).
Emission Type = Point works ok.
On 01/03/2013 2:53 PM, Rob Chapman wrote:
what? boy you are going to feel embarrassed when you turn off 'time
varying' in the emit properties.
of couse they stick to emit location in a modelling stick if you set
them afterwards
On 1 March 2013 20:46, Philip Melancon <philip.melan...@modusfx.com
<mailto:philip.melan...@modusfx.com>> wrote:
Hi, do any of you know of a way to generate a /stable /surface
sample set from a geometry?
What I'm trying to do is to have particles stick to a deforming
surface but I want to avoid the use a simulation tree (for
animation purposes). It should be a simple thing to do, but
there doesn't seem to be any built in way to do it, at least
none that I've found so far.
I assumed that a sample set generated in the modelling stack
would either stick to the deforming geo by itself, or that we
could simply create an ice tree in the animation stack that
would read/write the location back to the position. It's quite
frustrating to see that something as "simple" as this needs a
simulated tree.
--
Philip Melancon
Lead crowd TD
Modus FX
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Philip Melancon
Lead crowd TD
Modus FX
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Philip Melancon
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Modus FX