You could also have a mesh duplicate that has a simulated icetree and set its pointposition from the regular one, every frame. When you want it to "freeze", just stop setting PointPosition.
Would that work for you? On Thu, Aug 22, 2013 at 10:23 AM, Eric Lampi <[email protected]> wrote: > I need the flexibilty to un-freeze it. This is a basic setup that will be > used in lots and lots of scenes, and I don't want to have to do a lot of > work to keep up with changes, so a flexible solution is very important. I'm > not a rigger, so I wasn't sure if there was just some basic function I > wasn't aware of. > > Eric > > Freelance 3D and VFX animator > > http://vimeopro.com/user7979713/3d-work > > > On Thu, Aug 22, 2013 at 10:11 AM, Toonafish <[email protected]> wrote: > >> why not create a duplicate of the character, freeze it, and then toggle >> render visibility of the enveloped and frozen one? Simple but effective. >> >> - Ronald >> >> >> On 8/22/2013 15:47, Eric Lampi wrote: >> >> Can anyone think of a clever way to "freeze" a mesh that's enveloped >> but not destructively? >> >> I'm adding some simulation functions to our character rig, basically just >> a copy of the enveloped mesh that I am using for particle generation. In >> order for my setup to work, it needs to be a static pose. So what I am >> looking for is a way to remove the envelope's influence on a frame I >> choose, but keeping that static pose. Something like when you mute the >> envelope operator, but the mesh needs to stay in that pose and not snap >> back to it's pre-enveloped position. >> >> I want to be able to re-enable the envelope if I need to. >> >> Thanks, >> Eric >> >> >> Freelance 3D and VFX animator >> >> http://vimeopro.com/user7979713/3d-work >> >> >> >

