That will quickly go down a drain the moment you have deformations pushing the character off its centre, creating swimming effects.
It's ok for contained portions of static terrain probably, but a more reliable solution emulating raytracing the fragment should work off the sampled point you're working on, or the nearest discrete sample if you want to go grid. On Wed, Jun 19, 2013 at 1:52 AM, Christian Gotzinger <cgo...@googlemail.com>wrote: > As the direction you vector you can use the vector from your camera > position to the object. You simply subtract one position from the other: > yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the > result into the raycast) > > > On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero <jimmymarr...@gmail.com>wrote: > >> Hey guys >> I am using the footprint deformation in ICE and was wondering if there is >> a way to align the Raycast to match the direction of my camera. I am >> testing it currently on a sphere, I want to be able to rotate around the >> sphere and have the deformation appear consistent around the object instead >> of the current way of just deforming on a particular axis. >> >> Any help appreciated. >> Thanks >> >> >> Jimmy >> >> > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!