# Point Cache 2 exporter

**URL:** <https://blenderartists.org/t/point-cache-2-exporter/398999>\
**Category:** Python Support\
**Created:** [September 23, 2007, 8:15am UTC](https://blenderartists.org/t/point-cache-2-exporter/398999 "2007-09-23T08:15:04Z")\
**Posts on this page:** 10\
**Page:** 2

<div class="post-metadata">

**Author:** ![mattebb](https://blenderartists.org/user_avatar/blenderartists.org/mattebb/32/457_2.png) [@mattebb](https://blenderartists.org/u/mattebb)\
**Post date:** [September 16, 2008, 8:37pm UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/21 "2008-09-16T20:37:30Z")

</div>

Ok, I’ve fixed and updated the exporter - there was a very stupid glaring error before, I don’t even know how it worked in the first place!

Anyway, sorry for taking so long to look at this, but it should work perfectly now. Please let me know if not!

get it at: [http://mke3.net/projects/bpython/pointcache/export\_pc2.py](http://mke3.net/projects/bpython/pointcache/export_pc2.py)

thanks

---

<div class="post-metadata">

**Author:** ![heldrida](https://blenderartists.org/user_avatar/blenderartists.org/heldrida/32/5528_2.png) [@heldrida](https://blenderartists.org/u/heldrida)\
**Post date:** [September 16, 2008, 8:46pm UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/22 "2008-09-16T20:46:36Z")

</div>

Yeh,  
thanks for your time!! And thanks for the inspiration, I’m still wishing to learn how to program stuff =D hahahaha

Hopefully this will help me team up with my 3ds max friends and have fun, with no problems with diferent software 😃

Hope pepeland recieves this, he’s a pro 3ds, maya, blender user ehehehe  
WE STILL WAITING FOR YOUR RIG MAN!!! I’m still wishing to visit Barcelona for a PEPESCHOOL COURSE =D

I’ve been there Skating!! Barcelona rocks!!!

---

<div class="post-metadata">

**Author:** ![mattebb](https://blenderartists.org/user_avatar/blenderartists.org/mattebb/32/457_2.png) [@mattebb](https://blenderartists.org/u/mattebb)\
**Post date:** [September 16, 2008, 9:05pm UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/23 "2008-09-16T21:05:05Z")

</div>

I should also re-iterate that in order to use this, you need to import/export your models with vertex order intact (in the OBJ importer/exporter of 2.47 the option called ‘Morph Target’). I’ve just committed some changes to blender svn that enables this option by default and renames it to ‘keep vertex order’ which is a bit clearer, but if you’re not using that latest svn version you’ll have to switch that option manually.

cheers

---

<div class="post-metadata">

**Author:** ![jinchoung](https://blenderartists.org/user_avatar/blenderartists.org/jinchoung/32/7306_2.png) [@jinchoung](https://blenderartists.org/u/jinchoung)\
**Post date:** [October 12, 2008, 2:50pm UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/24 "2008-10-12T14:50:23Z")

</div>

howdy everyone,

thanks to lgolden who pointed me this way from the lw forums! anyway, just wanted to say that broken’s pc2 exporter works great for import into maya 2008… but attention must be paid in the .obj exporter in blender.

you must turn OFF - “APPLY MODIFIERS” button! (the tool tip even says it break vert order)

you must turn ON - “MORPH TARGET”!

and that’s it… inside of maya, you can either use the cacheFile() command to convert the pc2 to maya cache format (haven’t tried it yet but i don’t expect it to be an issue) or use a plugin from a fellow named kai to just read the pc2 directly (method i used).

[http://www.xsibase.com/forum/index.php?board=33;action=display;threadid=35519](http://www.xsibase.com/forum/index.php?board=33;action=display;threadid=35519)

thanks again lgolden for providing all these links and thanks broken for the script! now blender is an excellent go between between lw, xsi, maya and max!

jin

---

<div class="post-metadata">

**Author:** ![Tappi](https://blenderartists.org/letter_avatar_proxy/v4/letter/t/848f3c/32.png) [@Tappi](https://blenderartists.org/u/Tappi)\
**Post date:** [July 7, 2009, 6:15am UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/25 "2009-07-07T06:15:55Z")

</div>

This saved my live! Thank you!!

For me it works even with subsurf modifier. Render and Display levels need to be set even. Only one object exported at a time seems to keep things working aswell. Mesh as obj to Max and pc2 via modifier works like a charm.

---

<div class="post-metadata">

**Author:** ![PaQ](https://blenderartists.org/letter_avatar_proxy/v4/letter/p/91b2a8/32.png) [@PaQ](https://blenderartists.org/u/PaQ)\
**Post date:** [July 31, 2009, 2:50pm UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/26 "2009-07-31T14:50:26Z")

</div>

Hi Broken,

I’m more a Modo user here, I’m just wondering if by anychance you ever think to write an .pc2 to .mdd little translator ? Looks like you allready master the .pc2 format. From an modeler point of view it seems quite easy … but … maybe there is a wall I don’t see ^^

---

<div class="post-metadata">

**Author:** ![mattebb](https://blenderartists.org/user_avatar/blenderartists.org/mattebb/32/457_2.png) [@mattebb](https://blenderartists.org/u/mattebb)\
**Post date:** [July 31, 2009, 5:26pm UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/27 "2009-07-31T17:26:54Z")

</div>

Hi PaQ, there’s already a .mdd exporter shipped with Blender by default - it’s in File -\> Export -\> Vertex Keyframe Animation (.mdd)

---

<div class="post-metadata">

**Author:** ![PaQ](https://blenderartists.org/letter_avatar_proxy/v4/letter/p/91b2a8/32.png) [@PaQ](https://blenderartists.org/u/PaQ)\
**Post date:** [July 31, 2009, 5:58pm UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/28 "2009-07-31T17:58:32Z")

</div>

Hi Broken,

Sorry, I wasn’t clear enough.  
I’m actually trying to find a way to import .pc2 cache from Max into Modo 401.  
(Modo can actually ‘only’ read .mdd)

I’ve find your post here about this cool blender .pc2 exporter, so it make me think that it should be possible to write a converter in python to translate .pc2 into mdd.

I just need to know if there are some technical reasons that will make the translation impossible ?

I’m nowhere into scripting/programing, but it’s not to late to start. I’ll probably learn a lot of your script about how you write the .pc2 format 🙂

Sorry for be out topic here 😉

---

<div class="post-metadata">

**Author:** ![heldrida](https://blenderartists.org/user_avatar/blenderartists.org/heldrida/32/5528_2.png) [@heldrida](https://blenderartists.org/u/heldrida)\
**Post date:** [August 1, 2009, 5:16pm UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/29 "2009-08-01T17:16:34Z")

</div>

Hey PaQ,

you can import .PC2 with his script, and you can Export to .MDD trough Blender File / Export Menu.

Why do you want a .PC2 to .MDD converter ? That doesnt make any sense.

---

<div class="post-metadata">

**Author:** ![PaQ](https://blenderartists.org/letter_avatar_proxy/v4/letter/p/91b2a8/32.png) [@PaQ](https://blenderartists.org/u/PaQ)\
**Post date:** [August 2, 2009, 9:39am UTC](https://blenderartists.org/t/point-cache-2-exporter/398999/30 "2009-08-02T09:39:23Z")

</div>

Hi heldrida,

Looks like I have some hard time to sound clear 😛

Because

1. I don’t want to export animation from Blender, but from Max
2. Modo can only read .MDD, not .PC2 (or any other 3dsmax point cache format).

Anyway, I’ve work with a coding friend, who actually manage to build de pc2 to mdd converter.  
Works pretty well :

[http://users.skynet.be/fc508872/PC22MDD/index.html](http://users.skynet.be/fc508872/PC22MDD/index.html)

And again, sorry for the trouble on the blender forum, I was just trying to get infos on the .pc2 format 😉

[Previous page](https://blenderartists.org/t/point-cache-2-exporter/398999.md?page=1)
