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  • pointcache/morpher issue.

    ive got a morphing object. above morpher in stack are 3 uv modifiers, since i need the mapping to remain fixed as the object animates. this makes everything dog slow as its a million poly mesh.

    i thought maybe i could add a pointcache2 modifier above..

    when i do that, and record a cache, it says there is no mesh deformation present and does basically nothing.


    is this an incompatibility between pointcache and morpher.. ?


    also, assuming i can get it to work, will it also cache the uv transforms? otherwise ill have to put the uv maps above the pointcache and be back to square one.

    any tricks or other suggestions?

    not sure if its important but i need to generate particles from the surface after, using tyflow.


  • #2
    I just tried this and it works fine here. My test was a sphere with some deforms, morphed over some frames, with 3 UVW maps and point cache at the top.
    Is your scene radically different to this setup?
    https://www.behance.net/bartgelin

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    • #3
      hm.. nope that sounds right.. base mesh, then morpher, then 3 diff uvmapping channels on top of that (cylinder on 1, planar and camera map on 2 and 3) playback v slow as uvmapping recalced every frame

      add pointcache over, set to pc2 filetype and record pointcache. "no deformation" warning on pointcache, and no movement on playback.

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      • #4
        Odd. I think you're stuck with the UVWs not caching, as it'll only cache vertex deformation - but the rest works fine.
        As with your other question, you're welcome to send a scene and I'll check it out.

        Just had a thought....are you using the morphers on top of the cloth mod? That could cause it I guess, unless you bake the sim.
        https://www.behance.net/bartgelin

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        • #5
          Hiya.. love to send a scene but id likely get shot. client not big on sharing.

          anyway, its not on top of a cloth mod.. it *was* a tyflow cloth sim, which i have saved out as a series of poses to morph between. simple edit polys.

          anyway if pointcache doesnt cache uv transforms it wont help.

          i did have some success with exporting to vrayproxy and bringing back in set to "show whole mesh" that seems to support the animated uv coordinates quite nicely... wasnt particularly fast for scrubbing in the timeline, and kills any chance to tweak animation. however i can set up the animation side with all uv mapping turned off, then cache it out to a proxy and bring back in as basis for particle system work.

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          • #6
            Cool...there's always a way, so glad you found it
            https://www.behance.net/bartgelin

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