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Showing content with the highest reputation since 08/24/20 in Posts

  1. 1 point
  2. 1 point
    really cool to see the scan integration! Beautiful models!
  3. 1 point
    I think you would have to do all of point caching outside of the growfx object. You would create the growFX with animation, then in the stack add a point cache modifier. Within the point cache modifier, you export the cache file to the format you need. The point cache file you create should work for any mesh object as long as the vertex count doesn't change. I don't think you would be able to reload this file into the growFX object because it's not really a mesh. It's just a series of instructions that builds a mesh. The built mesh is accessed up the stack. hope it helps. I am still in v1.99 (upgrading soon ), so v2 could be different. It looks like 1.99 handles the .gfxcache files the same way though.
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    Could you just use a point cache modifier in the stack? This should get you the formats you need. I haven't done this in a long time but I think I am pretty sure I just used the modifier.
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    Hi everybody! I'd like to share with you great news and a cool tutorial that is very useful to make proxy objects from your GrowFx animated trees and vegetation, so can have a very light models in scene and play the animation smoothly in viewport. At Spline Dynamics, we've just released Q-Proxies v1.05 update, with great improvements and new features! This tutorial shows you different techniques to generate proxy meshes for GrowFx animated vegetation, taking advantage of Q-Proxies cool tools: Creating Proxies for Animated Vegetation I hope you enjoy it! Cheers!
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