What I mean is, are you using ShapeInstanceTime to offset the animated geometry of the instance sources.
You'll still need a means of caching out this geo though. As long as the topology doesn't change (i.e. if you're not deleting pointcloud points over the sequence) then I think the smoothest ride would be to try and use the fbx pc2 baking. I know Flame reads this fine, I'd imagine MAX can. If it does, you'll need alembic. I'd try Grahame's compounds first. http://www.si-community.com/community/viewtopic.php?f=19&t=3588 DAN On Wed, Apr 16, 2014 at 5:29 PM, Chris Johnson <[email protected]> wrote: > Hey Dan, > > There is no animation on the instances themselves...however I do have a > ton of randomize values on speed, size, roll, spin. When you mean by offset > instances do you mean animation on the source geo. If so there's none. > > Thanks for the feedback Eric...unfortunately this one project is a free be > and buying anything for this one shot is probably out of the > question...great idea though and I will keep it in mind for future particle > work. > > > On Wed, Apr 16, 2014 at 11:55 AM, Eric Mootz <[email protected]> wrote: > >> You can also use emTopolizer2's feature to convert your point cloud into >> meshes (e.g. Wavefront .obj or RealFlow .bin). Importing those meshes into >> max should then be easy. >> >> >

