this has been covered several times here. search the list for more in depth 
explanation.
you could do this via ice topology, there are some compounds for that.
or even better, support eric mootz and buy the em topolizer. that one is great!

sebastian

Am 09.12.2013 um 11:23 schrieb Tim Leydecker <bauero...@gmx.de>:

> Hi,
> 
> 
> I have simple crates I´m filling with ICE Instancing using a Simulate Rigid 
> Bodies approach.
> 
> The collisionobject´s shape is put together out of even simpler boxes to 
> avoid any
> problems with convex/concav geometry interpretation.
> 
> All this works reasonably nice and is fast enough to iterate and play with 
> the result.
> 
> I don´t know how to convert the Particle>Set Instance Geometry used with the 
> Emitter
> to unique Polygon geometry?
> 
> Is that possible? How? I´d need "real" geo I can export, no instances.
> 
> I have a workaround using arrayed Rigid Bodies in Maya and freezing the sim 
> when happy,
> but the interaction and scene performance is nowhere near Softimage´s ICE 
> speed, I´d prefer
> to use ICE simply for the more fun factor while working on filling crates all 
> day.
> 
> Cheers,
> 
> tim
> 
> 
> 
> 
> 
> 


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