get closest location > point-tangent. Use this as point velocity, I did something like this with several curves and it was fine.
On 19 March 2015 at 16:52, Rob Chapman <tekano....@gmail.com> wrote: > closest location does not cut it when different curves overlap. you will > have to build a system using a unique curve ID and translate along each > curve ID's using curve u instead. > > at least this way you could gracefully hand over particles between curves > as it reaches the end of each segment. > > On 19 March 2015 at 16:42, Dave Sisk <d...@janimation.com> wrote: > >> Thanks for the responses guys. >> >> I've continued with my "brute force" method for now because it gets the >> job done. It involves several "Select Case" nodes with 29 cases each >> though, so you can imagine why I was reluctant to string that up. :) >> >> I've tried the suggested approach, but I usually get a jump to the same >> curve over and over again when they overlap instead of continuing along >> their first curve. >> >> >> [image: Inline image 1] >> >> On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge <ethivie...@hybride.com> >> wrote: >> >>> Huh... works actually. I remember this not working before... carry on >>> never mind. >>> >>> Eric T. >>> >>> >>> On 3/19/2015 12:25 PM, Eric Thivierge wrote: >>> >>>> Closest location doesn't work with curves fed in with a group. It >>>> always uses the first one. >>>> >>>> Eric T. >>>> >>>> On 3/19/2015 12:23 PM, Grahame Fuller wrote: >>>> >>>>> Greg, any details about not getting it to work on curves? As far as I >>>>> know, it should. >>>>> >>>>> gray >>>>> >>>>> From: softimage-boun...@listproc.autodesk.com [mailto: >>>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge >>>>> Sent: Thursday, March 19, 2015 12:02 PM >>>>> To: softimage@listproc.autodesk.com >>>>> Subject: Re: ICE emit particles and follow branching geometry >>>>> >>>>> Your best bet is to create a mesh from those curves and transfer the >>>>> curve's tangent onto the mesh as a vector attribute. >>>>> >>>>> Emit from the curve but use the geo's attribute to set the direction. >>>>> How Paul Smith's hair grooming stuff works essentially. >>>>> >>>>> Using a group of curves or even doing one curve at a time won't get a >>>>> nice smooth result I don't think. You'll probably get popping. >>>>> >>>>> Eric T. >>>>> On 3/19/2015 11:48 AM, Greg Punchatz wrote: >>>>> Dave has got something worked out, but its not ideal. He cannot get a >>>>> group of curves to work, and is wiring up each one in by hand in the ICE >>>>> tree. >>>>> >>>>> What he wants to do is emit an objects from one end of a curve and the >>>>> have it follow the curve to the end.. but he wants to do this to a group >>>>> of >>>>> curves. He can make it work one curve at a time fine, he can wire the >>>>> bizzilion curves up by hand but its not ideal. >>>>> >>>>> On Thu, Mar 19, 2015 at 9:50 AM, <pete...@skynet.be<mailto:pete >>>>> r...@skynet.be>> wrote: >>>>> I think you can get the closest point on a group of curves, >>>>> get the point-tangent from there and use that (vector) as a force, >>>>> combine to taste with turbulence, and perhaps a force pulling towards >>>>> the curve (vector from point to closest point) for extra control. >>>>> >>>>> adding/removing curves to the group is all you’d need to do to add >>>>> them to the simulation. >>>>> hope this helps. >>>>> >>>>> >>>>> >>>>> From: Dave Sisk<mailto:d...@janimation.com> >>>>> Sent: Thursday, March 19, 2015 3:27 PM >>>>> To: softimage@listproc.autodesk.com<mailto:softimage@listproc. >>>>> autodesk.com> >>>>> Subject: ICE emit particles and follow branching geometry >>>>> >>>>> Hi, I'm trying to create an effect with particles flowing from one >>>>> several ends of branching geometry to another of several ends on the same >>>>> geometry. >>>>> >>>>> Right now I'm working with Flow Along Curve and a bunch of >>>>> partially-overlapping curves that go from one end to the other, but since >>>>> ICE is pretty limited in what you can plug a geometry port into, I'm >>>>> running into a LOT of duplication that makes adding or removing curves a >>>>> labor intensive process. >>>>> >>>>> Is there another approach to this I should be trying? >>>>> >>>>> Thanks, >>>>> Dave Sisk >>>>> >>>>> >>>>> >>>> >>> >>> >> >