RE: 5.1 asset import question

Date : Wed, 5 Apr 2006 07:46:37 +0100
To : <XSI(at)Softimage.COM>
From : "kim aldis" <kim(at)cg-soup.com>
Subject : RE: 5.1 asset import question
That's really good to hear. I'll need to test more thoroughly. 

> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of todd akita
> Sent: 05-April-2006 00:00
> To: XSI(at)Softimage.COM
> Subject: Re: 5.1 asset import question
> 
> 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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