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 >>> >>> -------------------------- >>> 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. >> >> >> >> >> -------------------------- >> 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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