Home Technical Talk

3ds Max - Pflow bake problems

Offline / Send Message
Pinned
I have a problem that I can't fix. I'm using a Pflow sourse set to mesh per particle. The first thing I tried was the pflow bake script which turned every particle into mesh but all of the particles were visible in frame on and static when they time to "spawn" was reached they started to move. I want strictly to copy the behaviour of the pflow source. The second try was with "mesher" from the compound objects. But when I tried to export the animation that looked ok to FBX it turned to only 1 sphere - animated.... this was all.

My main aim is to have a different color spheres popping from the end of the rainbow which is moving around. So I need to put different materials to every particle ( mesh) and export this to FBX

Replies

  • Eric Chadwick
    FBX doesn't support particle systems AFAIK. Try to imagine your desired result from the FBX format's perspective... what animation and mesh features will it support... then convert your work into that.

    I think FBX only supports simple transform animation, and skeletal animation (Skin modifier), and morph animation. If you can convert your motion into one of those, then it will probably work.

    Also, I put 3ds Max in your thread title. Should help you get the right kind of eyeballs into your thread.
  • kitana_mk
    Thank you so much :) I really decided to make the animation like 5-6 looped spheres coming up again and again. Then baked it.
Sign In or Register to comment.