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