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.
>>
>>
>>
>>
>>
>>
>>

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