Nope. :(

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com


On Tue, Sep 4, 2012 at 7:57 AM, Ahmidou Lyazidi <ahmidou....@gmail.com>wrote:

> Isn't save and reload clear the unused attributes?
>
>
> 2012/9/4 Eric Thivierge <ethivie...@gmail.com>
>
>> Yeah just ended up moving to 2013... sigh... with that Delete
>> ICEAttribute method was built in from the beginning. Ah well. moving along.
>>
>> --------------------------------------------
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Tue, Sep 4, 2012 at 12:28 AM, Chris Chia <chris.c...@autodesk.com>wrote:
>>
>>> Don't think it's possible.
>>> I would transfer the mesh basic properties in order to recreate a new
>>> empty polymesh.
>>>
>>>
>>> Chris
>>>
>>> On 3 Sep, 2012, at 9:10 PM, "Eric Thivierge" <ethivie...@gmail.com
>>> <mailto:ethivie...@gmail.com>> wrote:
>>>
>>> Hey,
>>>
>>> I'm working on a face rig and I was using the "Deform By Hull" setup to
>>> stick some eyebrows to the face so I could get the eyebrows to move with
>>> the face as I made the blend shapes. Worked perfectly the first go around.
>>> However when you freeze the ICE Tree on the eyebrows, those ICE attributes
>>> are baked onto the mesh. It seems that the "Self.deformerpointLocation"
>>> becomes invalid or something and doing the same setup will fail to work.
>>> UNLESS I rename the attributes the nodes use and add like a 1 at the end.
>>> Not something that is workable as I have a ton of duplicates of this setup
>>> I'm using.
>>>
>>> Any way to get rid of ICE Attributes on meshes in 2012? I know there are
>>> methods in 2013 but not 2012. Either that or some other workaround would be
>>> great.
>>>
>>> Inner rage monster surfacing quickly. >:(
>>>
>>> --------------------------------------------
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>
>>
>
>
> --
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
>
>

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