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

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