I’m working on a small blobmesh particle flow animation inside 3DS Max, which I intend to use inside Unity.
From what I’ve seen, there’s no way to export blobmesh directly to .fbx so one must find some kind of trick to implement it.
I have come up with a way on my own, seems kind of straightforward and cumbersome though, I’m wondering if there is a more clever way.
The way I’ve tested for a short number of frames is:
- Create many copies of the Blobmesh object, as many object as the the frames in the blobmesh animation.
- for each of the objects proceed one frame and convert to editable poly, so that it creates a mesh with the current state
- Export ALL of them to a single .fbx
- drag the .fbx to Unity
Then I created a script, with many public GameObjects, dragged each “blobmesh state” to the inspector, I created a MeshRenderer array with the MeshRender components of each GameObject and set them to .enabled = false;
For each frame I enable the MeshRenderer of each Gameobject consecutively while keeping the rest disabled.
I’ve tested it for 10 frames, it does seem to work.
The animation I’m planning on using is about 50 frames long, so in theory I COULD use the way I described. But I’m wondering if there is any other more clever, easier and more effecient way to achieve the same effect.