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
>>
>>
>>

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