With the re grooming you could just save out your old weight maps and
reapply them

Maybe as long as you have not edited the mesh!

Ben


On 5 November 2013 15:41, Jonny Grew <jonny.g...@gmail.com> wrote:

> Just thought I'd give you an update about this...
>
> Mr MB had a look at our scenes and encountered the same problem with
> reading the cache - the feather instances appeared on frame 1 but
> disappeared on subsequent frames.
>
> As there were some nested models under the main chicken model it was
> thought that there was confusion with ICE recognising certain elements of
> the setup... I ran a test by removing the nested models and there was no
> change - still a problem reading the cache.  His suggestion was it was a
> soft cache reading error as it was a little sporadic with the errors we
> were getting.
>
> After much faffing and eliminating every conceivable thing from the list
> of things that could cause an issue we started over. Removed EVERYTHING
> other than the meshes to be surfaced with feathers.  The feathers were
> remade and then I reapplied the rig with saved out envelope weights.  So
> far so good. Maybe the issue was with the initial build of the feather
> system?  No answer but problem solved. Although the re-grooming of the
> feathers obviously adds time, at least we have a setup that works including
> writing the cache out from referenced animation models and applying it to
> referenced render models.
>
> Thanks for your thoughts.
>
> Jonny
>
>
>
> On 4 November 2013 19:53, Sandy Sutherland <sandy.mailli...@gmail.com>wrote:
>
>> You might be right Jonny, been a while since I used it.  I am sure you
>> can look see what attributes are being written and find the instance one -
>> it is most likely an integer that can then be fed into an instance node.
>>
>> S.
>>
>>
>> On 2013/11/04 9:01 PM, Jonny Grew wrote:
>>
>>>
>>>
>>> The problem is, Sandy, that I cannot recreate the instancing section of
>>> the ice tree. The compound for MB feather tools is not explorable. You
>>> simply point it at an instance group but the allocation of each individual
>>> feather instance is defined by an envelope weight on a duplicate of the
>>> render mesh (called the envelope mesh) Under the hood this will give the
>>> particles a custom attribute (I'm guessing) that is used to inform which
>>> instance each particle should use-the same goes for size and rate but
>>> driven by a weight map that is local to the render mesh.  Determining which
>>> attribute is being used and how is what I would need to know in order to
>>> use on a secondary ice tree by using the set instance geometry node in my
>>> 'cache read' particle cloud.
>>>
>>> MB looking at it but cache issue could be down to how the feather tools
>>> were set up originally or some kind of internal confusion due to the fact
>>> we have 3 separate feather tool setups all referencing the same instance
>>> feather group.
>>>
>>> Will report back when I know more.
>>>
>>> Jonny
>>>
>>>
>>>
>>
>

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