ajhanson1
04-23-2010, 05:10 PM
I am creating a cluster of spainish moss for a RenderMan Class. This uses a large series of around 1000 cubes that are then replaced by a rib archive containing a vine geometry. It replaces using two different resolutions depending on how large the object is on screen. I am now trying to determine the best way to animated these objects. Obviously keyframing isn't reasonable. I have been told cloth doesn't work well either. Although it is time consuming, I have decided hair simulations would work well.
I have set up a basic chain animation using a simple skeleton. I then set up a curve with a hair dynamic simulation. I created a ik Spline to connect the skeleton to the hair. This made the cubes (proxies) move the way I expected them too. However when rendering the proxies were replaced in the neutral placement rather than where the cubes are during the simulation. I left the hair visible and can see it in its new position. If I remove the readArchive from the pre shape mel I can see the cubes in their expected possition.
Has anyone solved this problem?
I have set up a basic chain animation using a simple skeleton. I then set up a curve with a hair dynamic simulation. I created a ik Spline to connect the skeleton to the hair. This made the cubes (proxies) move the way I expected them too. However when rendering the proxies were replaced in the neutral placement rather than where the cubes are during the simulation. I left the hair visible and can see it in its new position. If I remove the readArchive from the pre shape mel I can see the cubes in their expected possition.
Has anyone solved this problem?
