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  • export a clone with turbulence to obj sequence

    Posted by Steve Bentley on July 14, 2017 at 11:24 am

    I was sure I had solved this at one point but now that I think about it, I gave up and went to a particle system.
    Is there a way? I’ve tried baking the clone (the vertices of the clonesbeing turbulated animate over time). I’ve tried animating the object that is the “emitter” of the particles (the cloner is in object/volume mode) thinking the system would have to take that originating geometry into account for every frame and might recompute the position of the clones. I’ve also tried animating the cloned object for the same reason.
    I get a whack of obj’s but with the vertices all in the same spot for every frame.
    Apart from moving the play head and exporting each frame by hand to an OBJ (and I’m not even sure that would work), is there a trick?

    Steve Bentley replied 9 years ago 2 Members · 3 Replies
  • 3 Replies
  • Steve Bentley

    July 14, 2017 at 11:48 am

    Ok , something’s up.
    I can’t export a sequence of obj’s of a boned character moving now (via the plexus exporter ). I’ve got a file where I can export, but adding a new character to the scene and exporting gives me the original character moving but not the new one. All the tags are the same. I just don’t get it.

  • Adam Trachtenberg

    July 14, 2017 at 6:44 pm

    I’m not familiar with the Plexus exporter. Any chance you can use Alembic export?

  • Steve Bentley

    July 16, 2017 at 4:37 am

    I Adam, yes I did try that. Same results.

    Here’s a sample project. The full figure that walks exports just fine. But the disembodied head needs a point cache tag to export the animated objs. I do get the first position of the head exporting but it is the same mesh in each subsequent obj file.
    I did solve this finally but I’d love to know why one of these objects exports but not the other – even within the same obj export.

    11523_exportobjexample.zip

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