The attached frame archive shows a sequence illustrating a molecular interaction. The membrane surface is a icosahedral sphere that has clones attached to the vertices. The surface is pushed up and down with the Collision Deformer. The problem is that when the membrane surface is stretched, the vertices are further apart, so the distribution of clones is uneven - big gaps in the most stretched out areas. I would like to keep the surface clones uniform over the whole surface, even when it’s being stretched and pulled like this. I was wondering if using a vertex map option in the Collision Deformer settings would help with this? Or is there a better way to populate the surface?
Typically I have found there is ALWAYS a better way when it comes to Cinema…
Thanks!