View Full Version : baking out blobmesh

03 March 2007, 01:25 AM
hi i just want to know if it is at all possible to bake out a blobmesh to an external file, or in any way at all.

03 March 2007, 11:02 AM
you can use point cache modifier above mesher to get wat u want. select your particle system in mesher. I think it will work 4 u.

03 March 2007, 12:12 PM
sorry mate but the reason i'm asking is because point cache doesnt work. Point cache only works on objects that retain the same vertex count.
I'm looking for a solution like the way you import mesh objects from realflow

03 March 2007, 06:18 PM
The only thing that I can think of it to snap shot the object on every frame and then animated the visability on each. A real pain but could be done quickly with a scripts. Motion blur wouldn't work how ever once you render.

03 March 2007, 06:55 PM
there's a script in this thread that might help. someone was trying to do this same thing with a Glu3d mesh

03 March 2007, 08:44 PM
Yep, sometimes I wish we had the ROP Output Driver and File SOP in MAX ;)

03 March 2007, 05:31 PM
Oh and how could I forget the Attribute Transfer SOP? The reason I bring up all of this Houdini stuff here is that I've been dealing with this exact problem lately, creating a geometric surface with metaballs. The techniques are similar across packages, but I discovered some neat stuff in Houdini that takes this a step further. Not only is baking out a mesh animation a less than trivial process in MAX, it also brings up issues with motion blur. How do you motion blur an object that's not really translating at all and one who's topology and point count is changing on a frame by frame basis? In Houdini there's a neat little tool called the Attribute Transfer SOP that in a nutshell projects an attribute from one geometric state into another. So in the case of my complicated metasurface, I project the velocities of the particles that form the metasurface into the actual metasurface geometry via some tricky point cloud interpolation stuff (just a couple button clicks). Now the surface has velocity information and can properly motion blur in the render.

But this of course can be done with MAX via scripting. Hmm, that gives me an idea...

03 March 2007, 07:39 PM
so you're saying you're using particles to control the shape of a mesh? Tyson Ibele started working on something like that once, here:

I don't know how far he ended up taking it, but it sounds a little bit like what you're talking about. Maybe I'm wrong though. What you're talking about sounds incredibly complex.

03 March 2007, 10:44 PM
thanks for all your responsed guys.

BrandonD - if you even do make that script for max, please let me know!

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