Here you go Jeremy & all:

https://gist.github.com/EricTRocks/acdb297705dd58a6226c

Can probably be optimized a bit but works for my needs.

Eric T.

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com

On Sat, Feb 27, 2016 at 10:35 PM, Eric Thivierge <[email protected]>
wrote:

> Yes I've done it for an internal tool. I can dig up a snippet in the next
> few days. You're basically going to write to a Vec3 array attribute that
> you'll have to pre-fill with place holder data then build up your data
> array through your timeline pass and at the end set it all at once.
>
> It's essentially emulating the shape plot feature where it baked the data
> to a clip internally to the scene. So you don't have to manage this out of
> the scene.
> On Feb 27, 2016 6:46 PM, "Ed Manning" <[email protected]> wrote:
>
>> pretty sure you could:
>>
>> Get PointPosition => Build Array From Set => Set Data (self.myDataArray
>> {or whatever name you choose})
>>
>> Then use a Get Data node referencing "self.myDataArray" if in the same
>> ICEtree, or referencing the geo or pointcloud you set the data on if
>> applying to other geo.
>>
>> I think it needs to get more complex if you're building the pointPosition
>> array from a pointcloud that has a varying number of points, like a sim in
>> which particles are being created or deleted...
>>
>> On Fri, Feb 26, 2016 at 9:12 PM, Jeremie Passerin <[email protected]>
>> wrote:
>>
>>> Hey guys,
>>>
>>> I'm not sure if there is many people left on that list to answer, but I
>>> thought I'll give it a shot.
>>>
>>> I was wondering if there is a way with ICE to cache point position per
>>> frame internaly without saving to file.
>>> I'm thinking maybe I could build an array of point position, and then
>>> read from that... not sure how to do that though.
>>>
>>> Any idea ?
>>>
>>> Thanks,
>>> Jeremie
>>>
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