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.
>>>
>>>
>>
>

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