My compound will probably be slow too because of the number of geo queries it performs.
Are you using a group for the instance masters? If not i.e. if you are just using one master then you can try Guillaume's compound (there's a link at the top of that page). Otherwise if you are using a group then you must be using something to decide which master to use for each instance, i.e., there should be something plugged into the Index port of the Shape Instance node. Just take whatever's plugged there and also plug it into a Set Data to set self.Shape_ID. I put a scene (v2013) here: https://dl.dropboxusercontent.com/u/7703976/Instances%20to%20Mesh%20v2.zip gray From: [email protected] [mailto:[email protected]] On Behalf Of Chris Johnson Sent: Wednesday, April 16, 2014 5:04 PM To: [email protected] Subject: Re: instance shape from ICE to MAX? The script is dead slow....which I'm sure is due to the shear amount of particles I have. Grahams probably looks like the best option but I'm not all that ICE savy. How do I save a custom attribute from the instance shape node? I tried a setData node with no success... On Wed, Apr 16, 2014 at 3:56 PM, Chris Johnson <[email protected]<mailto:[email protected]>> wrote: Dan, Nope just using Instance Shape node....no other offsets. On Wed, Apr 16, 2014 at 1:37 PM, Chris Johnson <[email protected]<mailto:[email protected]>> wrote: thanks guys...I'll try these shortly and let you know. On Wed, Apr 16, 2014 at 1:02 PM, Alexandr Akbarov <[email protected]<mailto:[email protected]>> wrote: 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]<mailto:[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]<mailto:[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]<mailto:[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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