Nested Cloners [SOLVED]

  • On 26/10/2015 at 06:47, xxxxxxxx wrote:

    Ok, the hierarchy class seems to go through all objects in the scene. This seems a bit overload. I just need the single cloner object (and its children) to build its cache I guess.

  • On 26/10/2015 at 09:42, xxxxxxxx wrote:


    I just tried to access the cache of a MoGraph cloner in a SceneHook::Execute() with EXECUTIONPRIORITY_DYNAMICS and it seems to work fine in R17. Does the problem also happen for you with R17?

    Best wishes,

  • On 27/10/2015 at 02:54, xxxxxxxx wrote:

    Thanks, I will have to try that!

  • On 03/11/2015 at 03:56, xxxxxxxx wrote:

    You are right, trying it with a minimal sample in r17 works! Ok, then it must be an implementation problem on my side for the r16 version.

    Cheers and finally solved!

  • On 03/11/2015 at 15:54, xxxxxxxx wrote:

    @Katachi: Are you able to make changes to the cache that are actually reflected with nested cloners?
    I never could get it to work (regarding the topic that you have linked).

  • On 04/11/2015 at 03:14, xxxxxxxx wrote:

    Not directly. What I am doing is using an additional Effector that reports back any changes to the clones (which means tracking the mograph objects, their deletion etc on my own). This works quite alright though of course that's not optimal.

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