update docs for using a cache to capture time dependent maya inputs
@@ -33,7 +33,7 @@ It's possible to workaround the issue by using a `Cache SOP`. A `Cache SOP` coul
The Maya frames also needs to be played sequentially in order for `Cache SOP` to output the correct geometry from other frames. Scrubbing the timeline could lead to incorrect results, since some frames may not be evaluated while scrubbing.
-It's also possible to enable the "Cache Any Frame" option to allow the entire animation to be cached. This will allow scrubbing frames to work after all the frames have been cached (by playing through animation once).
+We don't currently recommend setting the "Cache Any Frame" option since it does not seem to be working reliably from Maya. You can export the frame range to the hda parms instead to be able to control the range of frames to be cached from Maya. This will allow scrubbing frames to work after all the frames have been cached (by playing through animation once).
Since the input geometry from Maya is cached in the asset, geometry updates may not be available to the rest of the asset until the cache is cleared. The "Clear Cache" button can be promoted to the asset, so that the cache can be cleared explicitly when needed.
