Do 3DS Max Particles Get Imported into Unity within FBX?

Hi there! Out of curiosity and my inability to test it out right at this minute, I’m just wondering, is it possible to import particles from 3DS Max into Unity? I was imagining something like creating a giant blast of energy in 3DS Max using some particles and then using the effect in one of my little space ships.

I was also thinking that if particles were able to be imported and then used whenever you want in Unity, then it would make things really interesting:smile:

Thanks in advance:)

Nope.

Wow thanks for the super quick answer lol, ok I’ll just use another workaround then :slight_smile:

disappointed… I think most artists know how to use 3DsMax/Maya/Blender/Cinema4D, but not Unity.

Is there any portable file format can do that?
e.g. a “more advanced FBX” file can be used to import particle effect created by 3DsMax/Maya/Blender/Cinema4D?

If you can create particles in Max/Maya/Blender/whatever, then Unity will be very easy for you to learn. Velocity, force, color change over time, blend modes, etc. are all there in Unity.

Or just export/import the particle locations (but probably makes a big file if there is a lot…)
http://forum.unity3d.com/threads/101434-mParticles-(3ds-max-particle-animation-importer)

And there was some post about using particles and point cache files also, similar to this,
http://forum.unity3d.com/threads/104796-Animated-flag-using-Point-Cache-files

Oh interesting, thanks for the extra info:)

Thanks guys

You may be able to export a point cache file (.PC2) and use SpookyCat’s “MegaFiers” plugin to play them back. Not sure if he supports particles so you may need to check with him. I was writing a PC2 file converter but haven’t tested it with particles yet.

The new “shuriken” particle system in 3.5 will make particle generation even easier than it is in 3DSMAX! Just be patient a little longer…