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> 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 > > >