Hi
my character uses separate meshes for head and eyes. The head is geo cached, the eyes are directly constrained by bones.
Now because the interpolation for head and eyes is done differently between frames (geo cache interpolation vs. bone rotation), I get the eyes popping out of the head when looking at sub-frame steps using the time slider (with snapping off). Also as a consequence when using motion blur.
My solution was to use a geometry cache that uses a “evaluate every” setting of <1, I used 0.1. This solves the eyes-popping problem because the caches are evaluated 10 times per frame.
But this works only for using the time slider. Problem is with rendering. Every render I tried gets sent only the full-frame caches for motion blur, and interpolates between those - eye-popping is back.
I know there’s some other workarounds for this just wondering whether there’s some way to render these kinds of caches.