How to make instances cretead by UltraScatter Pro to follow the target object deformations?

Hello, I created a Christmas garland by loaded a cylinder and a plan in the scene, and then, I used the UltraScatter Pro (https://www.daz3d.com/ultrascatterpro--upgrade-from-ultrascatter-advanced-instancing) to position several instances of the plan along the cylinder:

Since a garland can have several "positions", i created some morph to the cylinder, in order to give it a true garland aspect; however, the instances of the plan don't fallow automatically the surface of the cylinder:

To fix it, I have to recreate the instances every time I apply a garland morph...
Of course, it's not a big deal, but I wonder if there wouldn't exist a better way, to make the instaces following the cylinder's surface automatically, rather having to recreate them everytime I apply a new morph. Could you help me, please?

Thank you in advance!

Comments

  • memcneil70memcneil70 Posts: 5,291

    You might move this to the Commercial Thread where the PA and heavy users are posting. https://www.daz3d.com/forums/discussion/730296/ultrascatter2-now-in-store#latest

  • yuyu.atemyuyu.atem Posts: 469

    Ok, I asked my question there; thank you very much! laugh

  • TotteTotte Posts: 14,689

    Quick answer is "Computer says no", as collosion is done upon placing the instances ( same as I do in many scripts ), and if the instances are inside instance groups, you need to unpack - run some collision code - repack. If they are single instances, the "target mesh" needs bones and you can attach each instance to a bone before shaping.

    But easiest is to regenerate after shaping the target node as you say.

  • yuyu.atemyuyu.atem Posts: 469

    Ah, ok, tank you very much! laugh

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