Good Morning! Thanks for the lovely addon, it really helps a lot.
Is there a specific trick to baking particle systems with multiple different instance objects?
For example: I Have 9 different objects instanced as a collection in a particle system, but when I attempt to bake with your addon it only bakes one. A workaround I can imagine is dividing particle count by 9, baking each system with a different seed and then combining all outputs. But that is tedious and creates overlaps.
Hello There Constantin Unfortunately at the Moment Collection are not Supported.
For now the Only Possible WorKarounds are the Obvious one.
Now I’ll give a look at the Code to see if through some Changes it can actually Bake Collections.
For Instant Support Instead, the Best Work Around very much Depends on the Number of your Particles.
If you have a Small Number of Particles you can even modify them in Edit Mode. (Deleting the Old Geometry and put the New one in its place)
( you can do it with Great Numbers too but it’s very Tricky).
If you’re in a Rush let me know some Details about your Scene
If you were just Playing with the Addon let me come Back to you as soon as Collections are Supported (No timelines for now)
Let Me know If it Works, I’ve Noticed that When Installing the Zip file it took a while ( Like 20-30 Second) so in Case Be patient
This was my Previous Reply
Hello there Constantin, Good News, I’ve found this Great Piece of Code on
that helped me Create this Script,
run it into your Editor to Bake all the Objects you like.
Here’s a Small test
As you can See from the video it doesn’t matter if you’re Rendering a Collection or an Object, it Bakes Every Object you keep Selected. this way it will be Very Easy to Actually Implement this Function in to the Addon.
Also, For Now It Kinda Bakes all the Selected Objects in Order. so Depending on your Scene this can look a bit Strange
Let Me know if this Works For you and Stay Tuned for the Next Release where everything will be Button Like
Sure. I want to Explode the text and reverse the explosion itself to make build effect.
If I use cell fracture and rigid body sim, it takes huge amount of time and too complicated to change some features particle system does. Even if I just flip the animation curves of selected rigid bodies by X*-1 it freakn freezes my computer for 5-10 minutes.
Hi there! I’m not sure from what you say it looks like the Freezing very much depends on the Size of your Simulation!
I’ve tried on my end with a 100 particles or so and it works flawlessly, but i guess it can depend on a lot of different factors!
So I’ve released a more performant version of Cake Particles!
Now you can set a BakeStep that allows you to decide how Frequently it keyframes the Particle Objects!
So for Example a value of 1 will keyframe every frame, a value of 5 will keyframe every 5 frames!
It might be easier for you to use it like this! Bear in mind that it might be a bit Buggy, and nothing beats keyframing every frame! But nonetheless it might speed things up quite a lot!
I’m not sure if CakeParticles can do what you’re asking, but it you want to give it a try
You can find it here