how to inherite the source velocity when emitting fluid

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hi
when I emit fluid using a moving object as the source, how to inherit the source velocity accurately ? the only thing i can do now is setting a vel field and apply the field to the emitted fluid but i can't get the result i want.
some tips? thanks
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Do you have a Trail SOP applied to your deforming geometry set to compute Velocity?

If you are, then please post a file. Point Velocities should be passed in to the source fluid particles.
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hi jeff,
thanks for the reply, yes i have applied a trail sop after the animated object,its a very simple sceen with an animated box and the box emit flip fluid using fluid source , but the fluid still not inherit the velocity.i will attach the file as soon as i can.

btw im using h12.5
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i test that again and the “problem” has been solved ,the fluid is emitted at 1'st frame and i found the velocity is not calculated at that frame,when i change the emittion frame to 2,everything is ok,
thanks again
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Good you got it going. I still have a question.

No velocity at the first frame because there is no velocity at that frame calculated by the Trail SOP? Can you see if the Trail SOP is calculating v at frame 1?

There is the velocity calculation option that defaults to frame forward. Try central difference or backward to current frame and see if that can calculate v at frame 1, if that is the issue.
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Also, you might have to uncheck Evaluate within Frame Range, depending on which scheme you choose for calculating velocity. Otherwise, no velocity on the first frame.
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im using $FF for the animation , with default setting of the trail sop the velocity is 0 at 1'st frame. when i change to “central difference”or “forward difference” ,i can get the velocity .
And when i uncheck the “evaluate within frame range” ,i can get the velocity as well .

thank you guys so much.
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