Point Cache 2 exporter

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

thanks

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 :smiley:

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!!!

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

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

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

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.

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 ^^

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

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 :slight_smile:

Sorry for be out topic here :wink:

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.

Hi heldrida,

Looks like I have some hard time to sound clear :stuck_out_tongue:

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

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