Cheers, Ben. Good call - and no the mesh hasn't changed... but we want to
steer completely clear of using anything that was involved in the previous
setup.... call it superstition if you like but I don't want to risk adding
anything that might have been involved in the initial corruption!

As it goes the setup looks better than before anyway - it pays to do things
over and over even if it does leave you sobbing quietly over your keyboard
in the early hours!



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On 5 November 2013 16:07, Ben Beckett <nebbeck...@gmail.com> wrote:

> 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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