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
<mailto: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
<mailto: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.
Inline image 1
On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge
<ethivie...@hybride.com <mailto: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>
[mailto: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
<mailto: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...@skynet.be><mailto:pete...@skynet.be
<mailto:pete...@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
<mailto:d...@janimation.com>>
Sent: Thursday, March 19, 2015 3:27 PM
To: softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com><mailto: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