Grahame, Seems to work however my compounds are red..yours are pruple...however it still works? do the compounds have to live some where specific or can I just drag them from the desktop into the Ice Tree?
Mine https://www.dropbox.com/s/cajpkc6dbeaz0jl/brokenCompound.jpg Yours (both are in 2014) https://www.dropbox.com/s/tc6bqcjrjzwfovh/workingCompound.jpg On Wed, Apr 16, 2014 at 7:04 PM, Chris Johnson <[email protected]> wrote: > Wow...thanks Grahame. Greatly appreciated! > On Apr 16, 2014 5:30 PM, "Grahame Fuller" <[email protected]> > wrote: > >> 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. >> >> >> >> >> >> >>

