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.
>>
>>
>

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