Using the tools provided in that site, I mean, the XSI addon, I’ve started by (from Pepe example above):
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Exporting .MDD & .OBJ from Blender 2.43 (.45 works also)
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Importing .OBJ & its .MDD, into XSI 6 - Works great!
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In XSI 6, using the Point Cache Manager, I’ve exported/translated/converted (from .MDD) to .PC2 format
http://filebin.ca/rpatzn/XSI_MDD_to_pc2__to_export_OBJ_fromBlender.pc2 -
Imported .OBJ & .PC2, into 3DS MAX 9 - Works great!
http://filebin.ca/sehe/to_export_OBJ_fromBlender.obj
http://filebin.ca/rpatzn/XSI_MDD_to_pc2__to_export_OBJ_fromBlender.pc2
I’ll try to send a email regarding the .PC2 file specification, since you need it Broken, I dont know if he can help us, but i’ll do my best
Thanks!
I’ve found this info by John Burnett (http://www.footools.com/plugins/docs/PointCache2_README.html or
http://www.maxplugins.de/r6_files/burnett/PointCache2_R6.zip):
.PC2 File Format:
You can create or modify PointCache2 files by hand using the following file format. The start of the file is a header containing: char cacheSignature[12]; // Will be ‘POINTCACHE2’ followed by a trailing null character.
int fileVersion; // Currently 1
int numPoints; // Number of points per sample
float startFrame; // Corresponds to the UI value of the same name.
float sampleRate; // Corresponds to the UI value of the same name.
int numSamples; // Defines how many samples are stored in the file.
EMAIL RESPONSE:
kai:
Hi Helder,
you can find the specification in the html doc of John Burnetts Point
Cache Modifier for Max:
http://www.maxplugins.de/r6_files/burnett/PointCache2_R6.zip
Good luck!