That kind of works...but some are still pointed in random directions.  But
good to know how it should work!

Kris


On Wed, Sep 18, 2013 at 6:19 PM, Kris Rivel <krisri...@gmail.com> wrote:

> oh so you basically lay out the UV like a grid...so everything is lined
> up?  This surface is too high res and detailed to do that.  But perhaps I
> can use a neighboring surface that is a simple tube to extract the value
> from.
>
> Kris
>
>
> On Wed, Sep 18, 2013 at 5:54 PM, Vincent Ullmann <
> vincent.ullm...@googlemail.com> wrote:
>
>>  How is your UV-Map set up? You should make sure the UV-Shells are all
>> aligned along the same Axis (U or V).
>> As i build this compound, i made 2 UV-Sets. One for Texturing and one for
>> Particle-Alignment.
>>
>> Vincent
>>
>>
>> Am 18.09.2013 23:40, schrieb Kris Rivel:
>>
>> Oh and I took a look at this but it doesn't work well for me for some
>> reason.  They're just pointing in various directions.  And I have a good uv
>> map:  https://vimeo.com/46081934
>>
>>
>> On Wed, Sep 18, 2013 at 5:39 PM, Kris Rivel <krisri...@gmail.com> wrote:
>>
>>> Ugh, sounds like its going to be a head trip for me :-/  The deformed
>>> mesh is a polymesh tube.  I can't change that.  But maybe I can have a
>>> nurbs tube deformed along the curve too and extract its values?  I'm fine
>>> with getting point normals but not sure the best way to translate and apply
>>> it.
>>>
>>>  Kris
>>>
>>>
>>> On Wed, Sep 18, 2013 at 5:33 PM, Alok Gandhi 
>>> <alok.gandhi2...@gmail.com>wrote:
>>>
>>>> They wont because in effect what you are doing is just taking the
>>>> normal, World Yup and crossing them which will result in a vector
>>>> perpendicular to both the normal and the Yup. So during a bend, this result
>>>> vector is not tangential to the surface.
>>>>
>>>>  You definitely need a vector which is tangential to the surface at
>>>> the point where the normal is coming out of the surface.
>>>>
>>>>  I would suggest looking in the approach of getting neighbour points
>>>> closest to the normal location and generating a vector from that instead of
>>>> using a cross product at all. Though you have to take care of the logic
>>>> around edge vertex. But it can be a good start.
>>>>
>>>>
>>>>  On Wed, Sep 18, 2013 at 5:09 PM, Vincent Fortin <vfor...@gmail.com>wrote:
>>>>
>>>>> Do you want the axis perpendicular to the normal? If so use a cross
>>>>> product, plug the normal in the first input and try something like 0,1,0
>>>>> for the second input.
>>>>>
>>>>>
>>>>>  On Wed, Sep 18, 2013 at 4:05 PM, Kris Rivel <krisri...@gmail.com>wrote:
>>>>>
>>>>>>  I'm trying to make a simple setup where I can align particles along
>>>>>> a deformed/animated surface based on another vector.  No problem aligning
>>>>>> them on their normal but I want them to all flow in the same direction
>>>>>> along their other axis...all point forward.  Is there anyway to do this
>>>>>> with a polymesh?  Maybe through UV data?
>>>>>>
>>>>>>  Kris
>>>>>>
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>>>>
>>>>
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>>>
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