by NemesisCGI » Tue Apr 20, 2021 9:23 am
NemesisCGI
Tue Apr 20, 2021 9:23 am
I did put in a feature request for a MDD based cache system for FFX, this would have helped here.
I'm sure some third party could create a cache system, the SDK is there for that. They just has to read from FFX the 2 point mesh & save out a mesh sequence adding a vertex map for motion (if that can be read).
The workaround I use is to export the FFX to mesh (2 point polygon chains), but if your model is deforming then you are a little stuck with matching the frozen fiber mesh to its source. There is the displacement node MetaLink, you can sometimes get away with using that for short fur & bake to MDD. Just be warned it can take quite some time to initialize & won't play nice with Sub-D's. Syflex works too, though crash-prone. If you're using bones then you could just transfer the weights to the fiber mesh.
One last way is to use 3rdPowers cage deformed, again worth baking to MDD for the final render.
Win 7 pro 64bit GTX780