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Subject: Particle Goal UV Poly

Subject: Particle Goal UV Poly

2003-12-17       - By ed

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Reply:     1     2     3  

I do not understand your response, but I will reword.  I have a complex
poly character.  I need to assign this as a goal for my particles.  I
need these particles to goal to arbitrary points on the poly surface
(goalU = parentU, OR goalU = rand(0,1)).  I cannot use Nurbs, and
creating a mangled mesh based on particle positions, and using THIS as a
goal is not a good workaround.  (Does this make sense?)

-- ---- ---- ---- ---- ------

How about using polygons instead, just very small triangles?
I guess you are trying to do something to follow polygons...
I'm not certain what is it you are trying to achive, but this might
be the way.
Also please explain  - not certain what you experienced
as "meshes do not deform nicely". I've used this technique and
it's working well...


Al


ed wrote:

> Need to know.  Must goal particles to their emission points on a poly
> surface.  (Arbitrary UV)
>
> About 250,000 particles.  Must stay put during animation, cannot swim.
>
> Nurbs is not an option.
>
> Only other way I have found to do it is to create mangled meshes that
> coincide to the particle positions, via a script on highend.  Not a
good
> workaround, as these meshes do not deform nicely, and given the
> complexity of my character, are huge memory hogs.
>
> Have tried almost EVERYTHING.  Cannot believe that this is STILL not
an
> option in 5.0.  (Houdini can do it, also not an option.)
>
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