How would it react to having the shape set as an empty polymesh? I know it used to insta-kill mental ray if you tried doing that, but is that still the case now we have the Empty Poly Mesh as an actual 'thing'?
On 10 August 2012 16:49, Alan Fregtman <alan.fregt...@gmail.com> wrote: > 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 >> >> >> >> >> >