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Explain point cache modifier in 3DS Max

Explain point cache modifier in 3DS Max

afsezen
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Explain point cache modifier in 3DS Max

afsezen
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This is the topic. I couldn't understand this sentence ''Set keys for the Playback Frame for the point cache from the start to the number of frames in the range.'' Thank you for your help.

 

Your post subject line has been edited by @hagen.deloss: Can somebody explain this sentence in this topic ?

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hagen.deloss
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Hi @afsezen

 

Great to hear from you on the forums! I think what they mean is if you are using a point cache to bake out the cloth simulation, that you should make sure the simulation frames match the playback frames for the point cache. 

 

Here is further information explaining the point cache modifier.

 

Let me know if that doesn't make sense, or if I misunderstood your question 😄

 

Talk to you soon

 

Please select the Accept as Solution button if a post solves your issue or answers your question.

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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afsezen
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Firstly thank you for your answer.

Secondly, I was failed about to understand this step because my playback frame doesn't appear on track view like vertex. If I'd chose the cloth modifer>create keys, then something going wrong. First of all, I need a cycle or loop but I don't have any point or vertex on track view. I need to create this but I couldn't figure out. My steps are plane>cloth>wind>snapshot>morpher(prepared loop)>pointcache(record)>.....?, so what is the next step for looping the cloth simulation?

 

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hagen.deloss
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Hi @afsezen

 

Thanks for the additional information! What version of 3DS Max are you using? I can put together a demo scene potentially. 

 

When you say "playback frame doesn't appear on track view like vertex", are you saying that when you play back the simulation, you don't see keyframes on the Track bar? Is the issue having the animation loop, or is the issue exporting that looping animation?

 

When you create a Morpher and point cache that animation, the animation should get baked down into the object, but you may not need the point cache after the Morpher, it depends on what your target export platform is. Here is a video walkthrough of someone exporting a flag Morpher into Unity.

 

 

I hope this helps, and let me know if I can help further!

 

Please select the Accept as Solution button if a post solves your issue or answers your question.

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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Message 5 of 5

hagen.deloss
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@afsezen

 

I wanted to clarify a few things with this process, when using a point cache modifier, it doesn't create keyframes to animate, all the animation data is saved to an external XML file. Here is an article explaining it further

 

If the issue is making the animation loop however, I would say that making sure your Point cache is set to the correct frames (by default it would be from frame 0-100) and if your flag simulation is from simulated from frame 0-100, you should be good to go!

 

If you want the animation to loop with 300 frames, make sure to first set your track view to populate 300 frames, make sure the point cache also has 300 frames set as well.

 

To best help you further, I will need to know the end result, are you taking this flag into a game engine?

 

Please select the Accept as Solution button if a post solves your issue or answers your question.

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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