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[Closed] 'refreshing' point cache after changing cache file via script

hi guys,

i’m currently writing a suite of scripts that will help recording and loading the point caches of all deformed meshes, as well as switching the modifier / those below in the stack on and off

it’s pretty much done already, but there’s a little problem i couldn’t solve yet: after loading the point caches (basically just setting the cache files for all point cache modifiers) max still has the cache files in a cache

so you still see the previous animation, you have to save and re-open the scene to see the new point caches

any solutions?

4 Replies

well I am not sure what youre doing, were using point cache 2 but we record the stuff in the animation files and setup it back to our render files so I never checked to see if it has a problem.
you might try collapsing the stack below the pointcache.

try point cache2

we’re using it the exact same way… record in animation files and load in render files. the only problem is that you don’t immediately see the loaded point cache

maybe that’s different with pc2, i’ll give it a shot!

it is quite different in pc2, works great here, the only problem is having to render scenes with grass and 5 furry characters in layers

hehe but definitely better than having the five rigs of the furry characters in there as well