

This in turn, creates a more smooth playback. If, for example, you had a scene with 20 controllers driving the animation of 500 different characters, creating a Point Cache file would let you store all the vertex animation and play it back on all 500 characters, so that 3ds Max does not evaluate the animation controllers for each character. In 3ds Max, you create a Point Cache for your object(s) so you can have better playback for complex animating. You must make a selection set of the object(s) for which to store Point Cache data because the exporter needs to know for which objects you want the vertex animation evaluated. To export this local sub-object animation from a program like 3ds Max, every vertex position must be evaluated and stored in a file or series of files called Point Cache files. What is a Point Cache?Ī Point Cache is a local sub-object animation of an object.

For example, if you were to move 4 vertices on a sphere, this animation is lost on export unless you create a Point Cache file for this animation.

Vertex animation occurs at the sub-object (vertex) level. If you rotate or scale this object, it is still considered object animation Any TRS animation on the object is considered standard object animation and is what is kept on regular exports. Inside 3ds Max, just press the hotkey '8' inside your scene (or go to Rendering>environment) Then press the Box underneath the text 'color', and afterwards click the Sample screen color and click the scenery colour to get that same colour in your rendering preview. Object animation occurs when you move a sphere from one place to another. Requirements for Sexlab Animation loader guide.
