I wrote a Point Cache File Reader / Animation system that will read .PC2 Point Cache files.
Basically this allows you to simulate cloth, physics etc and bake it into a vertex animation at a much lower performance cost.
I have this flag animation (1000 polys) playing at 60fps on my Android phone using a point cache file:
Very nice work. Do you plan on releasing the tool at any point? If not, care to share your thoughts and experience of writing it?
I will definitely release it when it's done. First though, I have to automate a lot of stuff going on, create an animation controller and make it user friendly.
Nice work, I love the concept. I think FBX has a setting for exporting point cache data (from 3ds max anyway) could that be used directly from the fbx file? Where do the .PC2 Point Cache files come from?
In Studio Max, Point Cache is a modifier you apply on top of a vertex animated object (cloth, bend, noise etc), this will create a point cache file (.pc2) containing the underlying vertex animation.
Looks very interesting.
Can this system be used even with the particle?
I want to particle animating in Maya and export to Unity.
It's just setup to do objects at the moment, but particles would be possible too.
Can't wait to use it !
I'ld love to import in Unity my Boids animations made in Blender !
Any more info about a release? Am still searching for a way to use point cache files (.xml or pc2, out of 3ds Max) in Unity.
(I know about MegaFiers, but thats more than I need.)
Last edited by Wicked; 11-03-2011 at 04:13 AM.
I am still trying to find time to revisit this plugin. I haven't forgot!
OK, finally found the time to finish this beast. Will probably put on the asset store for cheap.