If you were going that route maybe emTopolizer2 would be another solution? http://www.mootzoid.com/plugin/emtopolizer2
For the original issue it sounds like the ice custom attributes 'optimisation' problem. Without knowing which attributes are resonsible for the instance picking you're a bit stuck though, especially with closed compounds. On 4 November 2013 17:11, Ben Beckett <nebbeck...@gmail.com> wrote: > I found this plugin brill but its a bit of a fiddle, There is a addon out > there that will export all the feathers together as one mesh. > > I've seen at Glassworks, if that person want to give it out I suggest you > set up a new thread to see if this person comes forward. He all over this > list, so he may! > > Start your title with some thing like, this was once a thread > Freeze ICE tree to geometry? > > Ben > > > On 4 November 2013 16:53, Jonny Grew <jonny.g...@gmail.com> wrote: > >> 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 >>> >>> >>> > -- www.matinai.com