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



No virus found in this message.
Checked by AVG - www.avg.com <http://www.avg.com>
Version: 2012.0.2238 / Virus Database: 2641/5640 - Release Date: 03/01/13


--
Philip Melancon
Lead crowd TD
Modus FX

No virus found in this message.
Checked by AVG - www.avg.com <http://www.avg.com>
Version: 2012.0.2238 / Virus Database: 2641/5640 - Release Date: 03/01/13


--
Philip Melancon
Lead crowd TD
Modus FX

Reply via email to