hi Kris,
If its on an animated surface, you'll need to rotate the vectors comparing 
point reference frame on the static to the post-deformed mesh, so that the 
vector flow is relative to the mesh and not world space.
If that isn't clear, I'll do a video tomorrow.
Paul


On 19 Sep 2013, at 02:16, Kris Rivel <krisri...@gmail.com> wrote:

> Unfortunately, Paul's method doesn't seem to work.  I followed each step but 
> it seems somewhat dependent on the geo's global coordinates.  Moving the mesh 
> and curve around causes them to move/spin around.  Where the mesh bends, it 
> changes direction as well.  Not sure why...its an easy setup to repo but my 
> instances do not flow like his does in the video.
> 
> Kris
> 
> 
> On Wed, Sep 18, 2013 at 6:46 PM, Kris Rivel <krisri...@gmail.com> wrote:
> Ah yes...thanks..I'll check that out for sure.
> 
> Kris
> 
> 
> On Wed, Sep 18, 2013 at 6:29 PM, Vincent Ullmann 
> <vincent.ullm...@googlemail.com> wrote:
> Another thing you could try:
> 
> Vector Flow (by Paul Smith)
> Part 1: https://vimeo.com/36709750
> Part 2: https://vimeo.com/36710386
> 
> Am 19.09.2013 00:27, schrieb Kris Rivel:
>> 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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