As a option, if nothing else helps, you can try to plot instances to geometry, and then use fbx. Script is far from perfect but it helped me couple of times. https://vimeo.com/88067419
2014-04-16 19:49 GMT+03:00 Dan Yargici <[email protected]>: > 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. >>> >>> >> >

