ICEcache mode should work fine - you just need to possible recreate or
copy the Instancing section on the cloud in.
S.
On 2013/11/04 6:53 PM, Jonny Grew 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
<mailto: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