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
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>>
>>
>

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