thanks guys...I'll try these shortly and let you know.
On Wed, Apr 16, 2014 at 1:02 PM, Alexandr Akbarov <wat...@gmail.com> 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 <danyarg...@gmail.com>: > > 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 <chr...@topixfx.com>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 <e...@mootzoid.com> 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. >>>> >>>> >>> >> >