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


On 4 November 2013 16:05, Jonny Grew <[email protected]> wrote:

> Hello list,
>
> Just wondered if anyone can shed any light on some issues we have with mb
> feather tools....
>
> When we're caching out the pointcloud we're getting sporadic results in
> reading the cache back.
>
> We have 3 separate mb feather tool setups (body, head and wings) all under
> different models. These all reference the same feather group in it's own
> model) and all nodes have been switched to say 'this_model' as advised
> within the documentation.
>
> We're using 6 different feathers and populating the surface using the
> envelope weights on the 'envelope mesh' that determines which feather
> within the feather group goes where. This all works great when live but
> when caching out we're finding that either:
> 1/The instances aren't there (the particles are - you can see if you
> change the pointcloud display property to point)
> 2/Certain feathers are missing (ie feather 3 and 4).
>
> You can force the instances to be visible by adding another ice tree on
> the empty cache read point cloud with a 'set instance geometry' node,
> however this only populates with the first feather in the feather group. -
> As the compounds are locked we're not sure what attribute we could use to
> ensure that the correct feathers are in the correct place.
>
> It appears that when things do sporadicly work that they only do from a
> single scene.  Exporting the model from this scene and caching causes even
> weirder results which means it looks like using reference models in our
> animation scenes is a no-go. We'll have to export animation action clips,
> apply them into this scene that sporadicly works and export the ICE Cache
> into our render scene.
>
> Any pointers much appreciated on stating our blindingly obvious faults or
> hooky work-arounds.
>
> Cheers
> Jonny
>
>
>

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