Dan,

Nope just using Instance Shape node....no other offsets.


On Wed, Apr 16, 2014 at 1:37 PM, Chris Johnson <chr...@topixfx.com> wrote:

> 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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