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 >>>>>> >>>>>> -------------------------- >>>>>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with >>>>>> subject "unsubscribe" and reply to the confirmation email. >>>>>> >>>>> >>>>> >>>>> -------------------------- >>>>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with >>>>> subject "unsubscribe" and reply to the confirmation email. >>>>> >>>> >>>> >>>> >>>> -- >>>> >>>> -------------------------- >>>> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with >>>> subject "unsubscribe" and reply to the confirmation email. >>>> >>> >>> >> >> >> -------------------------- >> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject >> "unsubscribe" and reply to the confirmation email. >> >> >> >> -------------------------- >> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with >> subject "unsubscribe" and reply to the confirmation email. >> > >
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