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
>
>
>

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