… from 3ds max, or is there a way to tranform the blender particles cache to an ICE cache format ( which can be read from max)
Cheers and thanks 
… from 3ds max, or is there a way to tranform the blender particles cache to an ICE cache format ( which can be read from max)
Cheers and thanks 
Not that I know of.
You could always try experimenting with using objects as a the display type for particles and see if you can export the animation out, of the objects as a point cache, either .pc2 or .mdd and see if it will take out the objects, and then figure a way to use the animation of the objects in 3ds max.
I have a feeling this won’t work though as particles are a modifier, and hence not ‘real’ data so to speak.
EDIT: A tedious job I’d imagine, but Blender can out-put it’s baked cache data from particles (or any simulation I believe) to a custom directory, so if you figure out what format it’s storing the data in you could write, or ask someone to write an importer. Hopefully it would be simple coordinate data for particles, then you could parse that data in to other applications and drive animations (aka particle effects) with that.
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