View Full Version : Rigid body sim - bake into one geometry node?

02 February 2011, 06:04 PM
Hi, I'm hoping someone can help me solve this issue...

I have a baked to keys a rigid body explosion in maya, which is around 4000-5000 objects moving in world space.. However this is now causing me a headache because each piece is a separate node and makes my scene hard/impossible to work with.

Is there a way to combine these thousands of pieces into one and use a geometry cache for the animation instead? :shrug:

Massive thanks in advance.


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02 February 2011, 06:04 PM
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