I was about to suggest IDs too. If you look in ICE_Kinematics workgroup, there 
are some scripts to handle applying and updating ICE trees that set IDs on all 
objects in a group. You can adapt them, then you’d need to rerun them whenever 
you add or remove curves in the group.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 1:19 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow branching geometry

Like Rob said, you'll have to go the ID approach. If you know what particles 
should follow which curves its easy. If not, then you'll have to setup some 
logic.

Create a custom param set on each curves named the same thing, like "curveData".
Then for each curve set a unique ID starting from 0.
Main branch should be 0. Then the next branches off of that should have higher 
numbers, and so on and so on.
When you emit your particles randomly (or with some logic) set an ID of the 
curve you want them to follow.

You could then get closest location on each curve, and test if the curve ID is 
greater than the one it started on. If so then you could use some state 
machines to switch states. It's going to be a complex tree I think no matter 
what.

Eric T.
On 3/19/2015 1:10 PM, Cristobal Infante wrote:
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







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