Re: mb feathertools cache issue

2013-11-05 Thread Ben Beckett
With the re grooming you could just save out your old weight maps and
reapply them

Maybe as long as you have not edited the mesh!

Ben


On 5 November 2013 15:41, Jonny Grew jonny.g...@gmail.com wrote:

 Just thought I'd give you an update about this...

 Mr MB had a look at our scenes and encountered the same problem with
 reading the cache - the feather instances appeared on frame 1 but
 disappeared on subsequent frames.

 As there were some nested models under the main chicken model it was
 thought that there was confusion with ICE recognising certain elements of
 the setup... I ran a test by removing the nested models and there was no
 change - still a problem reading the cache.  His suggestion was it was a
 soft cache reading error as it was a little sporadic with the errors we
 were getting.

 After much faffing and eliminating every conceivable thing from the list
 of things that could cause an issue we started over. Removed EVERYTHING
 other than the meshes to be surfaced with feathers.  The feathers were
 remade and then I reapplied the rig with saved out envelope weights.  So
 far so good. Maybe the issue was with the initial build of the feather
 system?  No answer but problem solved. Although the re-grooming of the
 feathers obviously adds time, at least we have a setup that works including
 writing the cache out from referenced animation models and applying it to
 referenced render models.

 Thanks for your thoughts.

 Jonny



 On 4 November 2013 19:53, Sandy Sutherland sandy.mailli...@gmail.comwrote:

 You might be right Jonny, been a while since I used it.  I am sure you
 can look see what attributes are being written and find the instance one -
 it is most likely an integer that can then be fed into an instance node.

 S.


 On 2013/11/04 9:01 PM, Jonny Grew wrote:



 The problem is, Sandy, that I cannot recreate the instancing section of
 the ice tree. The compound for MB feather tools is not explorable. You
 simply point it at an instance group but the allocation of each individual
 feather instance is defined by an envelope weight on a duplicate of the
 render mesh (called the envelope mesh) Under the hood this will give the
 particles a custom attribute (I'm guessing) that is used to inform which
 instance each particle should use-the same goes for size and rate but
 driven by a weight map that is local to the render mesh.  Determining which
 attribute is being used and how is what I would need to know in order to
 use on a secondary ice tree by using the set instance geometry node in my
 'cache read' particle cloud.

 MB looking at it but cache issue could be down to how the feather tools
 were set up originally or some kind of internal confusion due to the fact
 we have 3 separate feather tool setups all referencing the same instance
 feather group.

 Will report back when I know more.

 Jonny







Re: mb feathertools cache issue

2013-11-05 Thread Jonny Grew
Cheers, Ben. Good call - and no the mesh hasn't changed... but we want to
steer completely clear of using anything that was involved in the previous
setup call it superstition if you like but I don't want to risk adding
anything that might have been involved in the initial corruption!

As it goes the setup looks better than before anyway - it pays to do things
over and over even if it does leave you sobbing quietly over your keyboard
in the early hours!



*-- *
*Jonny Grew Ltd *
*www.Jonnygrew.com http://www.Jonnygrew.com*
*http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013
*07855 212722*

Jonny Grew Limited is registered in England and Wales.
Company number:07735521
VAT number: 122713057


This email and any attachments to it may be confidential and are intended
solely for the use of the individual to whom it is addressed. Any views or
opinions expressed are solely those of the author and do not necessarily
represent those of Jonny Grew Ltd.

If you are not the intended recipient of this email, you must neither take
any action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in
error.




On 5 November 2013 16:07, Ben Beckett nebbeck...@gmail.com wrote:

 With the re grooming you could just save out your old weight maps and
 reapply them

 Maybe as long as you have not edited the mesh!

 Ben


 On 5 November 2013 15:41, Jonny Grew jonny.g...@gmail.com wrote:

 Just thought I'd give you an update about this...

 Mr MB had a look at our scenes and encountered the same problem with
 reading the cache - the feather instances appeared on frame 1 but
 disappeared on subsequent frames.

 As there were some nested models under the main chicken model it was
 thought that there was confusion with ICE recognising certain elements of
 the setup... I ran a test by removing the nested models and there was no
 change - still a problem reading the cache.  His suggestion was it was a
 soft cache reading error as it was a little sporadic with the errors we
 were getting.

 After much faffing and eliminating every conceivable thing from the list
 of things that could cause an issue we started over. Removed EVERYTHING
 other than the meshes to be surfaced with feathers.  The feathers were
 remade and then I reapplied the rig with saved out envelope weights.  So
 far so good. Maybe the issue was with the initial build of the feather
 system?  No answer but problem solved. Although the re-grooming of the
 feathers obviously adds time, at least we have a setup that works including
 writing the cache out from referenced animation models and applying it to
 referenced render models.

 Thanks for your thoughts.

 Jonny



 On 4 November 2013 19:53, Sandy Sutherland sandy.mailli...@gmail.comwrote:

 You might be right Jonny, been a while since I used it.  I am sure you
 can look see what attributes are being written and find the instance one -
 it is most likely an integer that can then be fed into an instance node.

 S.


 On 2013/11/04 9:01 PM, Jonny Grew wrote:



 The problem is, Sandy, that I cannot recreate the instancing section of
 the ice tree. The compound for MB feather tools is not explorable. You
 simply point it at an instance group but the allocation of each individual
 feather instance is defined by an envelope weight on a duplicate of the
 render mesh (called the envelope mesh) Under the hood this will give the
 particles a custom attribute (I'm guessing) that is used to inform which
 instance each particle should use-the same goes for size and rate but
 driven by a weight map that is local to the render mesh.  Determining which
 attribute is being used and how is what I would need to know in order to
 use on a secondary ice tree by using the set instance geometry node in my
 'cache read' particle cloud.

 MB looking at it but cache issue could be down to how the feather tools
 were set up originally or some kind of internal confusion due to the fact
 we have 3 separate feather tool setups all referencing the same instance
 feather group.

 Will report back when I know more.

 Jonny








Re: mb feathertools cache issue

2013-11-04 Thread Jonny Grew
Forgot to say 2013 sp1 - testing in 2014 now but the fear of switching
version mid project makes me reluctant!!

*-- *
*Jonny Grew Ltd *
*www.Jonnygrew.com http://www.Jonnygrew.com*
*http://vimeo.com/jonnygrew/showreel2013*http://vimeo.com/jonnygrew/showreel2013
*07855 212722*

Jonny Grew Limited is registered in England and Wales.
Company number:07735521
VAT number: 122713057


This email and any attachments to it may be confidential and are intended
solely for the use of the individual to whom it is addressed. Any views or
opinions expressed are solely those of the author and do not necessarily
represent those of Jonny Grew Ltd.

If you are not the intended recipient of this email, you must neither take
any action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in
error.




On 4 November 2013 16:05, Jonny Grew jonny.g...@gmail.com wrote:

 Hello list,

 Just wondered if anyone can shed any light on some issues we have with mb
 feather tools

 When we're caching out the pointcloud we're getting sporadic results in
 reading the cache back.

 We have 3 separate mb feather tool setups (body, head and wings) all under
 different models. These all reference the same feather group in it's own
 model) and all nodes have been switched to say 'this_model' as advised
 within the documentation.

 We're using 6 different feathers and populating the surface using the
 envelope weights on the 'envelope mesh' that determines which feather
 within the feather group goes where. This all works great when live but
 when caching out we're finding that either:
 1/The instances aren't there (the particles are - you can see if you
 change the pointcloud display property to point)
 2/Certain feathers are missing (ie feather 3 and 4).

 You can force the instances to be visible by adding another ice tree on
 the empty cache read point cloud with a 'set instance geometry' node,
 however this only populates with the first feather in the feather group. -
 As the compounds are locked we're not sure what attribute we could use to
 ensure that the correct feathers are in the correct place.

 It appears that when things do sporadicly work that they only do from a
 single scene.  Exporting the model from this scene and caching causes even
 weirder results which means it looks like using reference models in our
 animation scenes is a no-go. We'll have to export animation action clips,
 apply them into this scene that sporadicly works and export the ICE Cache
 into our render scene.

 Any pointers much appreciated on stating our blindingly obvious faults or
 hooky work-arounds.

 Cheers
 Jonny





Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
I have found it is safest, and I presume you are using ICE Cache?  
..to setup the instancing on the point cloud reading the cache in - 
i.e. I copy and paste the instance section from the original cloud to 
the in cloud.  So you can either read in the cache into the mixer, or a 
cache node - then if mixer add a simple ICE tree that does just instancing.


Does this make any sense?

S.

On 2013/11/04 6:05 PM, Jonny Grew wrote:

Hello list,

Just wondered if anyone can shed any light on some issues we have with 
mb feather tools


When we're caching out the pointcloud we're getting sporadic results 
in reading the cache back.


We have 3 separate mb feather tool setups (body, head and wings) all 
under different models. These all reference the same feather group in 
it's own model) and all nodes have been switched to say 'this_model' 
as advised within the documentation.


We're using 6 different feathers and populating the surface using the 
envelope weights on the 'envelope mesh' that determines which feather 
within the feather group goes where. This all works great when live 
but when caching out we're finding that either:
1/The instances aren't there (the particles are - you can see if you 
change the pointcloud display property to point)

2/Certain feathers are missing (ie feather 3 and 4).

You can force the instances to be visible by adding another ice tree 
on the empty cache read point cloud with a 'set instance geometry' 
node, however this only populates with the first feather in the 
feather group. - As the compounds are locked we're not sure what 
attribute we could use to ensure that the correct feathers are in the 
correct place.


It appears that when things do sporadicly work that they only do from 
a single scene.  Exporting the model from this scene and caching 
causes even weirder results which means it looks like using reference 
models in our animation scenes is a no-go. We'll have to export 
animation action clips, apply them into this scene that sporadicly 
works and export the ICE Cache into our render scene.


Any pointers much appreciated on stating our blindingly obvious faults 
or hooky work-arounds.


Cheers
Jonny






Re: mb feathertools cache issue

2013-11-04 Thread Ben Beckett
I have been working with this feather tool for two years now my formula to
make it work is:

Step1
In scene one
Create the feathers with mbfeather tool on your character save this as a
base scene

Step2
PolyMesh Duplicate the feathers (this example is for one type of feathers)

Step3
With that *poly mesh* of the feathers, save it out as a obj and texturing
that.(remeber to set the UVs before export)

Step4
In scene two, I animate the bird.
Then point caching animated Character and a applying the cache to the
mbfeather character in your base scene, the character now movers and the
feathers go with him.

Step5
cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
sim

Step6
apply the cache to the exported obj, in scene two, the animated scene.

Works nicely
Ben


On 4 November 2013 16:05, Jonny Grew jonny.g...@gmail.com wrote:

 Hello list,

 Just wondered if anyone can shed any light on some issues we have with mb
 feather tools

 When we're caching out the pointcloud we're getting sporadic results in
 reading the cache back.

 We have 3 separate mb feather tool setups (body, head and wings) all under
 different models. These all reference the same feather group in it's own
 model) and all nodes have been switched to say 'this_model' as advised
 within the documentation.

 We're using 6 different feathers and populating the surface using the
 envelope weights on the 'envelope mesh' that determines which feather
 within the feather group goes where. This all works great when live but
 when caching out we're finding that either:
 1/The instances aren't there (the particles are - you can see if you
 change the pointcloud display property to point)
 2/Certain feathers are missing (ie feather 3 and 4).

 You can force the instances to be visible by adding another ice tree on
 the empty cache read point cloud with a 'set instance geometry' node,
 however this only populates with the first feather in the feather group. -
 As the compounds are locked we're not sure what attribute we could use to
 ensure that the correct feathers are in the correct place.

 It appears that when things do sporadicly work that they only do from a
 single scene.  Exporting the model from this scene and caching causes even
 weirder results which means it looks like using reference models in our
 animation scenes is a no-go. We'll have to export animation action clips,
 apply them into this scene that sporadicly works and export the ICE Cache
 into our render scene.

 Any pointers much appreciated on stating our blindingly obvious faults or
 hooky work-arounds.

 Cheers
 Jonny





Re: mb feathertools cache issue

2013-11-04 Thread Jonny Grew
Cheers, guys.

So it appears that with either of these methods we can only get it to work
with one feather type?

Am I missing something?

As we can't access the attribute that defines the feather type (1-6 within
the group) the set instance doesn't look like an option and the polymesh
duplicator only allows one instance object too? I seem to remember that
momentum has an instance to geometry function but the studio I'm at doesn't
have it. Is there another instance to geometry script out there? I can't
seen to find one.

Cheers
 On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com
wrote:

  We did it this way too on Zam - but you can only use one instance this
 way, unless things have changed since then?

 S.

 On 2013/11/04 6:22 PM, Ben Beckett wrote:

  I have been working with this feather tool for two years now my formula
 to make it work is:

  Step1
 In scene one
 Create the feathers with mbfeather tool on your character save this as a
 base scene

  Step2
 PolyMesh Duplicate the feathers (this example is for one type of feathers)

  Step3
 With that *poly mesh* of the feathers, save it out as a obj and texturing
 that.(remeber to set the UVs before export)

  Step4
 In scene two, I animate the bird.
 Then point caching animated Character and a applying the cache to the
 mbfeather character in your base scene, the character now movers and the
 feathers go with him.

  Step5
 cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
 sim

  Step6
 apply the cache to the exported obj, in scene two, the animated scene.

  Works nicely
 Ben





Re: mb feathertools cache issue

2013-11-04 Thread Ben Beckett
I found this plugin brill but its a bit of a fiddle, There is a addon out
there that will export all the feathers together as one mesh.

I've seen at Glassworks, if that person want to give it out I suggest you
set up a new thread to see if this person comes forward. He all over this
list, so he may!

Start your title with some thing like, this was once a thread
Freeze ICE tree to geometry?

Ben


On 4 November 2013 16:53, Jonny Grew jonny.g...@gmail.com wrote:

 Cheers, guys.

 So it appears that with either of these methods we can only get it to work
 with one feather type?

 Am I missing something?

 As we can't access the attribute that defines the feather type (1-6 within
 the group) the set instance doesn't look like an option and the polymesh
 duplicator only allows one instance object too? I seem to remember that
 momentum has an instance to geometry function but the studio I'm at doesn't
 have it. Is there another instance to geometry script out there? I can't
 seen to find one.

 Cheers
  On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com
 wrote:

  We did it this way too on Zam - but you can only use one instance this
 way, unless things have changed since then?

 S.

 On 2013/11/04 6:22 PM, Ben Beckett wrote:

  I have been working with this feather tool for two years now my formula
 to make it work is:

  Step1
 In scene one
 Create the feathers with mbfeather tool on your character save this as a
 base scene

  Step2
 PolyMesh Duplicate the feathers (this example is for one type of feathers)

  Step3
 With that *poly mesh* of the feathers, save it out as a obj and
 texturing that.(remeber to set the UVs before export)

  Step4
 In scene two, I animate the bird.
 Then point caching animated Character and a applying the cache to the
 mbfeather character in your base scene, the character now movers and the
 feathers go with him.

  Step5
 cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
 sim

  Step6
 apply the cache to the exported obj, in scene two, the animated scene.

  Works nicely
 Ben





Re: mb feathertools cache issue

2013-11-04 Thread Matt Morris
If you were going that route maybe emTopolizer2 would be another solution?

http://www.mootzoid.com/plugin/emtopolizer2

For the original issue it sounds like the ice custom attributes
'optimisation' problem. Without knowing which attributes are resonsible for
the instance picking you're a bit stuck though, especially with closed
compounds.




On 4 November 2013 17:11, Ben Beckett nebbeck...@gmail.com wrote:

 I found this plugin brill but its a bit of a fiddle, There is a addon out
 there that will export all the feathers together as one mesh.

 I've seen at Glassworks, if that person want to give it out I suggest you
 set up a new thread to see if this person comes forward. He all over this
 list, so he may!

 Start your title with some thing like, this was once a thread
 Freeze ICE tree to geometry?

 Ben


 On 4 November 2013 16:53, Jonny Grew jonny.g...@gmail.com wrote:

 Cheers, guys.

 So it appears that with either of these methods we can only get it to
 work with one feather type?

 Am I missing something?

 As we can't access the attribute that defines the feather type (1-6
 within the group) the set instance doesn't look like an option and the
 polymesh duplicator only allows one instance object too? I seem to remember
 that momentum has an instance to geometry function but the studio I'm at
 doesn't have it. Is there another instance to geometry script out there? I
 can't seen to find one.

 Cheers
  On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com
 wrote:

  We did it this way too on Zam - but you can only use one instance this
 way, unless things have changed since then?

 S.

 On 2013/11/04 6:22 PM, Ben Beckett wrote:

  I have been working with this feather tool for two years now my
 formula to make it work is:

  Step1
 In scene one
 Create the feathers with mbfeather tool on your character save this as a
 base scene

  Step2
 PolyMesh Duplicate the feathers (this example is for one type of
 feathers)

  Step3
 With that *poly mesh* of the feathers, save it out as a obj and
 texturing that.(remeber to set the UVs before export)

  Step4
 In scene two, I animate the bird.
 Then point caching animated Character and a applying the cache to the
 mbfeather character in your base scene, the character now movers and the
 feathers go with him.

  Step5
 cache the mbfeathers* Poly mesh* as it still is linked to the
 mbfeathers sim

  Step6
 apply the cache to the exported obj, in scene two, the animated scene.

  Works nicely
 Ben






-- 
www.matinai.com


Re: mb feathertools cache issue

2013-11-04 Thread Jonny Grew
Cheers, Ben - Will do.  We're packing up a scene with the problem to mr MB
himself too so we'll see if he can shed some light on it! - Hopefully not
stating that we've made a fundamental mistake that will make us look like
knobs!

Yep, Matt... That's the problem... but again if Mr MB can show is which
attributes can be used to force a particular instance then that too would
be handy.. I'll be sure to update with our results/work arounds! I'll take
a look at EM's thang too. Thanks

Thanks for your help, guys

Jonny




On 4 November 2013 17:19, Matt Morris matt...@gmail.com wrote:

 If you were going that route maybe emTopolizer2 would be another solution?

 http://www.mootzoid.com/plugin/emtopolizer2

 For the original issue it sounds like the ice custom attributes
 'optimisation' problem. Without knowing which attributes are resonsible for
 the instance picking you're a bit stuck though, especially with closed
 compounds.




 On 4 November 2013 17:11, Ben Beckett nebbeck...@gmail.com wrote:

 I found this plugin brill but its a bit of a fiddle, There is a addon out
 there that will export all the feathers together as one mesh.

 I've seen at Glassworks, if that person want to give it out I suggest you
 set up a new thread to see if this person comes forward. He all over this
 list, so he may!

 Start your title with some thing like, this was once a thread
 Freeze ICE tree to geometry?

 Ben


 On 4 November 2013 16:53, Jonny Grew jonny.g...@gmail.com wrote:

 Cheers, guys.

 So it appears that with either of these methods we can only get it to
 work with one feather type?

 Am I missing something?

 As we can't access the attribute that defines the feather type (1-6
 within the group) the set instance doesn't look like an option and the
 polymesh duplicator only allows one instance object too? I seem to remember
 that momentum has an instance to geometry function but the studio I'm at
 doesn't have it. Is there another instance to geometry script out there? I
 can't seen to find one.

 Cheers
  On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com
 wrote:

  We did it this way too on Zam - but you can only use one instance
 this way, unless things have changed since then?

 S.

 On 2013/11/04 6:22 PM, Ben Beckett wrote:

  I have been working with this feather tool for two years now my
 formula to make it work is:

  Step1
 In scene one
 Create the feathers with mbfeather tool on your character save this as
 a base scene

  Step2
 PolyMesh Duplicate the feathers (this example is for one type of
 feathers)

  Step3
 With that *poly mesh* of the feathers, save it out as a obj and
 texturing that.(remeber to set the UVs before export)

  Step4
 In scene two, I animate the bird.
 Then point caching animated Character and a applying the cache to the
 mbfeather character in your base scene, the character now movers and the
 feathers go with him.

  Step5
 cache the mbfeathers* Poly mesh* as it still is linked to the
 mbfeathers sim

  Step6
 apply the cache to the exported obj, in scene two, the animated scene.

  Works nicely
 Ben






 --
 www.matinai.com



Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
ICEcache mode should work fine - you just need to possible recreate or 
copy the Instancing section on the cloud in.


S.

On 2013/11/04 6:53 PM, Jonny Grew wrote:


Cheers, guys.

So it appears that with either of these methods we can only get it to 
work with one feather type?


Am I missing something?

As we can't access the attribute that defines the feather type (1-6 
within the group) the set instance doesn't look like an option and the 
polymesh duplicator only allows one instance object too? I seem to 
remember that momentum has an instance to geometry function but the 
studio I'm at doesn't have it. Is there another instance to geometry 
script out there? I can't seen to find one.


Cheers

On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com 
mailto:sandy.mailli...@gmail.com wrote:


We did it this way too on Zam - but you can only use one instance
this way, unless things have changed since then?

S.

On 2013/11/04 6:22 PM, Ben Beckett wrote:

I have been working with this feather tool for two years now my
formula to make it work is:

Step1
In scene one
Create the feathers with mbfeather tool on your character save
this as a base scene

Step2
PolyMesh Duplicate the feathers (this example is for one type of
feathers)

Step3
With that *poly mesh* of the feathers, save it out as a obj and
texturing that.(remeber to set the UVs before export)

Step4
In scene two, I animate the bird.
Then point caching animated Character and a applying the cache to
the mbfeather character in your base scene, the character now
movers and the feathers go with him.

Step5
cache the mbfeathers* Poly mesh* as it still is linked to the
mbfeathers sim

Step6
apply the cache to the exported obj, in scene two, the animated
scene.

Works nicely
Ben







Re: mb feathertools cache issue

2013-11-04 Thread Jonny Grew
The problem is, Sandy, that I cannot recreate the instancing section of the
ice tree. The compound for MB feather tools is not explorable. You simply
point it at an instance group but the allocation of each individual feather
instance is defined by an envelope weight on a duplicate of the render mesh
(called the envelope mesh) Under the hood this will give the particles a
custom attribute (I'm guessing) that is used to inform which instance each
particle should use-the same goes for size and rate but driven by a weight
map that is local to the render mesh.  Determining which attribute is being
used and how is what I would need to know in order to use on a secondary
ice tree by using the set instance geometry node in my 'cache read'
particle cloud.

MB looking at it but cache issue could be down to how the feather tools
were set up originally or some kind of internal confusion due to the fact
we have 3 separate feather tool setups all referencing the same instance
feather group.

Will report back when I know more.

Jonny
 On Nov 4, 2013 5:58 PM, Sandy Sutherland sandy.mailli...@gmail.com
wrote:

  ICEcache mode should work fine - you just need to possible recreate or
 copy the Instancing section on the cloud in.

 S.

 On 2013/11/04 6:53 PM, Jonny Grew wrote:

 Cheers, guys.

 So it appears that with either of these methods we can only get it to work
 with one feather type?

 Am I missing something?

 As we can't access the attribute that defines the feather type (1-6 within
 the group) the set instance doesn't look like an option and the polymesh
 duplicator only allows one instance object too? I seem to remember that
 momentum has an instance to geometry function but the studio I'm at doesn't
 have it. Is there another instance to geometry script out there? I can't
 seen to find one.

 Cheers
  On Nov 4, 2013 4:24 PM, Sandy Sutherland sandy.mailli...@gmail.com
 wrote:

  We did it this way too on Zam - but you can only use one instance this
 way, unless things have changed since then?

 S.

 On 2013/11/04 6:22 PM, Ben Beckett wrote:

  I have been working with this feather tool for two years now my formula
 to make it work is:

  Step1
 In scene one
 Create the feathers with mbfeather tool on your character save this as a
 base scene

  Step2
 PolyMesh Duplicate the feathers (this example is for one type of feathers)

  Step3
 With that *poly mesh* of the feathers, save it out as a obj and
 texturing that.(remeber to set the UVs before export)

  Step4
 In scene two, I animate the bird.
 Then point caching animated Character and a applying the cache to the
 mbfeather character in your base scene, the character now movers and the
 feathers go with him.

  Step5
 cache the mbfeathers* Poly mesh* as it still is linked to the mbfeathers
 sim

  Step6
 apply the cache to the exported obj, in scene two, the animated scene.

  Works nicely
 Ben






Re: mb feathertools cache issue

2013-11-04 Thread Sandy Sutherland
You might be right Jonny, been a while since I used it.  I am sure you 
can look see what attributes are being written and find the instance one 
- it is most likely an integer that can then be fed into an instance node.


S.

On 2013/11/04 9:01 PM, Jonny Grew wrote:



The problem is, Sandy, that I cannot recreate the instancing section 
of the ice tree. The compound for MB feather tools is not explorable. 
You simply point it at an instance group but the allocation of each 
individual feather instance is defined by an envelope weight on a 
duplicate of the render mesh (called the envelope mesh) Under the hood 
this will give the particles a custom attribute (I'm guessing) that is 
used to inform which instance each particle should use-the same goes 
for size and rate but driven by a weight map that is local to the 
render mesh.  Determining which attribute is being used and how is 
what I would need to know in order to use on a secondary ice tree by 
using the set instance geometry node in my 'cache read' particle cloud.


MB looking at it but cache issue could be down to how the feather 
tools were set up originally or some kind of internal confusion due to 
the fact we have 3 separate feather tool setups all referencing the 
same instance feather group.


Will report back when I know more.

Jonny