Note that you can transfer over attributes via ncache but you have to create 
the particle attribute in maya BEFORE loading the cache.
-------- Original-Nachricht --------
> Datum: Mon, 24 Sep 2012 15:38:12 -0700
> Von: Adam Sale <[email protected]>
> An: [email protected], [email protected]
> Betreff: Re: transferring state id from soft to maya via ncache or equivalent.

> thanks for that.. Grahame :)
> And very interesting to consider with Fury 2 Ben..
> 
> Cheers Guys,,
> 
> Adam
> 
> On Mon, Sep 24, 2012 at 8:59 AM, Ben Houston <[email protected]> wrote:
> 
> > Fury 2 has a ICE cache loader node that works in Maya.  We are going
> > to expand it to handle loading IDs into Maya if they exist in the ICE
> > Cache.
> > -ben
> >
> > On Mon, Sep 24, 2012 at 11:45 AM, Grahame Fuller
> > <[email protected]> wrote:
> > > If you can get the attribute over to Maya, then I believe that you
> > should be able to use a Utilities/Particle Sampler node to get its value
> > and drive stuff in the Hypershade view. However I haven't had a chance
> to
> > test this fully.
> > >
> > > gray
> > >
> > > From: [email protected] [mailto:
> > [email protected]] On Behalf Of Adam Sale
> > > Sent: Saturday, September 22, 2012 12:57 PM
> > > To: [email protected]
> > > Subject: Re: transferring state id from soft to maya via ncache or
> > equivalent.
> > >
> > > thought I would bring this back up again, in case anyone missed the
> > original post.
> > > Any takers..
> > > Am I right in thinking the best way to approach this is the multi
> cloud
> > approach?
> > > On Sun, Sep 16, 2012 at 9:22 AM, Adam Sale
> <[email protected]<mailto:
> > [email protected]>> wrote:
> > > Hey guys.. wondering if state id is supported over in maya. when
> sending
> > ice scenes over.  I've been looking around, and it doesn't appear to be
> the
> > case, just wanted to check here before embarking on a mission of
> futility.
> > I know the attribute can be cached over, however, once there, I'm not
> sure
> > whether i can actually use it, for assigning different shaders.
> > >
> > > I guess if not, I guess the next best thing would be to clone/spawn
> into
> > a new cloud to send multiple clouds over to Maya, and then assign per
> cloud
> > shaders from there..
> > > Does that sound about right?
> > >
> > > Is there anything else I should be aware of for those of you who have
> > done this?
> > >
> > > Thanks all..
> > >
> > > Adam
> > >
> >
> >
> >
> > --
> > Best regards,
> > Ben Houston
> > Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> > http://Exocortex.com - Passionate CG Software Professionals.
> >
> >

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