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 On Nov 4, 2013 5:58 PM, "Sandy Sutherland" <[email protected]> wrote: > ICEcache mode should work fine - you just need to possible recreate or > copy the Instancing section on the cloud in. > > S. > > On 2013/11/04 6:53 PM, Jonny Grew 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" <[email protected]> > 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 >> >> >> >

