If you were going that route maybe emTopolizer2 would be another solution?

http://www.mootzoid.com/plugin/emtopolizer2

For the original issue it sounds like the ice custom attributes
'optimisation' problem. Without knowing which attributes are resonsible for
the instance picking you're a bit stuck though, especially with closed
compounds.




On 4 November 2013 17:11, Ben Beckett <nebbeck...@gmail.com> wrote:

> 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
>>>
>>>
>>>
>


-- 
www.matinai.com

Reply via email to