Cheers, Ben - Will do. We're packing up a scene with the problem to mr MB himself too so we'll see if he can shed some light on it! - Hopefully not stating that we've made a fundamental mistake that will make us look like knobs!
Yep, Matt... That's the problem... but again if Mr MB can show is which attributes can be used to force a particular instance then that too would be handy.. I'll be sure to update with our results/work arounds! I'll take a look at EM's thang too. Thanks Thanks for your help, guys Jonny On 4 November 2013 17:19, Matt Morris <matt...@gmail.com> wrote: > If you were going that route maybe emTopolizer2 would be another solution? > > http://www.mootzoid.com/plugin/emtopolizer2 > > For the original issue it sounds like the ice custom attributes > 'optimisation' problem. Without knowing which attributes are resonsible for > the instance picking you're a bit stuck though, especially with closed > compounds. > > > > > On 4 November 2013 17:11, Ben Beckett <nebbeck...@gmail.com> wrote: > >> I found this plugin brill but its a bit of a fiddle, There is a addon out >> there that will export all the feathers together as one mesh. >> >> I've seen at Glassworks, if that person want to give it out I suggest you >> set up a new thread to see if this person comes forward. He all over this >> list, so he may! >> >> Start your title with some thing like, this was once a thread >> Freeze ICE tree to geometry? >> >> Ben >> >> >> On 4 November 2013 16:53, Jonny Grew <jonny.g...@gmail.com> 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" <sandy.mailli...@gmail.com> >>> 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 >>>> >>>> >>>> >> > > > -- > www.matinai.com >