Seems to be working fine on both particles and hair here. The only
funny thing I've noticed is that it's bad to set your cycling to
negative numbers otherwise your geometry gets crumpled up real bad. But
then again it wasn't like you know, really fancy particles with scripted
events and rendertree stuff...
-T
kim aldis wrote:
I'd check out using PO with particles and hair before you jump to too many
conclusion in that respect, Todd. I've only briefly looked at particles but
I didn't have a lot of luck. Not tried hair yet.
-----Original Message-----
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of todd akita
Sent: 04-April-2006 21:18
To: XSI(at)Softimage.COM
Subject: Re: 5.1 asset import question
so you could do some neat things with particle/hair
instancing and get some very nice performance gains by
throwing away all the rigging (which can get very heavy
depending on the number of instance masters you have).
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