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 > >