Happy to help! :)

If you want to restore the instance shape after, you could technically get
self.Shape and set it to a custom attribute when you're setting your
instance shapes, say self.OriginalShape, then when you wanna switch back to
the instanceshape, read that custom attribute and set self.Shape with its
data.


On Fri, Aug 10, 2012 at 11:44 AM, john clausing <jclausin...@yahoo.com>wrote:

> that with a string and string array, worked perfectly.....
>
> thanks as alway Alan.!
>
> john
>
>
>   ------------------------------
> *From:* Alan Fregtman <alan.fregt...@gmail.com>
> *To:* john clausing <jclausin...@yahoo.com>;
> softimage@listproc.autodesk.com
> *Sent:* Friday, August 10, 2012 11:39 AM
> *Subject:* Re: hide an instance by particle ID
>
> You could set their self.Shape to "Point" by testing their indices and
> they won't render (without a pointcloud renderer/shader.)
>
>
> On Fri, Aug 10, 2012 at 11:36 AM, john clausing <jclausin...@yahoo.com>wrote:
>
> i have a particle cloud with geo instances attatched to them.......
> in some cases, i need to "hide" the instances and replace them with actual
> geometry.
>
> normally, i would just delete these associated particles by ID, however, i
> still need the particles to generate pose information for the practicle geo
> and "constrain" them ("transform objects by particle") to the generated
> particles.
>
> alternatively, i could plot the animation, then delete the particle, but i
> want to keep it all live.
>
> is there anyway to selectively hide instanced geometry by ID?
>
> thanks all,
>
> john
>
>
>
>
>

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