I have four particle Shapes in My scene. the lines below switch them all off in dynamics, then one by one write out a cache named after the particle. I'm gonna have to do a quite a bit of this...
setAttr "fuelParticleLShape.isDynamic" 0;
setAttr "fuelParticleRShape.isDynamic" 0;
setAttr "airParticleLShape.isDynamic" 0;
setAttr "airParticleRShape.isDynamic" 0;
setAttr "fuelParticleLShape.isDynamic" 1;
select -r fuelParticleL ;
dynExport -path "fuelParticleL" -f cache -mnf 1 -mxf 140;
setAttr "fuelParticleLShape.isDynamic" 0;
setAttr "fuelParticleRShape.isDynamic" 1;
select -r fuelParticleR ;
dynExport -path "fuelParticleR" -f cache -mnf 1 -mxf 140;
setAttr "fuelParticleRShape.isDynamic" 0;
setAttr "airParticleLShape.isDynamic" 1;
select -r airParticleL ;
dynExport -path "airParticleL" -f cache -mnf 1 -mxf 140;
setAttr "airParticleLShape.isDynamic" 0;
it would be nice to be have a script which will do this for whatever particle shapes I have selected, using the frames start/end from the time line.. this kinda thing:
setAttr 0;
for do
{
setAttr "thisParticle.isDynamic" 1;
select -r thisParticle ;
dynExport -path "thisParticle" -f cache -mnf -mxf ;
setAttr "thisParticle.isDynamic" 0;
}
i dont know MEL and I dont have time to figure it out, so perhaps some script wizzard could oblige - you'll get a friend for life, fame, fortune* and peace of mind, and It'll help me along the road to Mel happyness
cheers!
- fortune may not be included.
"It's so obvious, it's bound to be a trap" - Cato