DMM is amazing... but we need to get the animated geometry into 3dsmax...
if we cache the simulation then we should be able to know which tets or volumes will be created (and know their origin and animation results).
so would it be possible to convert these distinct volumes into separate, solid animated objects? (who also might have vertex animation)
this would allow us to use PointOven (or other exporter who supports deforming meshes) in order to get these deforming objects out of Maya and into other applications (primarily 3dsmax).
this is critical! our production could use DMM right away but we _need_ a working path to Max...
or maybe you can make the "DMM Scene >> Load Cached Animation" for Max soon (and make the Max plugin later as planned?)
thanks!!
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