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 >> >> >>