How to store/export a mesh evolution ?

    Feb 04 2019 | 3:37 pm
    Hi there,
    for a new specific project, I'll use DepthKit. It produces per-pixel Depthmap (based on kinect) which is perfect.
    That one will alter a mesh for point cloud style rendering.
    BUT, I'll need to make a precalculation (outside of max) of that moving/altered mesh. So it means that I would need to store the mesh vertices coordinates at each step (wow, huge) and export that as ...? OBJ ?
    Ideal of course would be to NOT store that and to make all my calculations inside max (no precalculations) but not sur I can do that.
    Anyway, the idea of storing that could be interesting. I thought about story x,y,z as a rgb movie but not sure if that would be ok with all these colore compression & encoding stuff.
    thanks Julien

    • Feb 12 2019 | 9:05 pm
      you can store and recall your vertex data as jitter binary files using the jit.matrix "read" and "write" messages.
    • Feb 14 2019 | 7:16 pm
      Hi Rob, thanks for your answer. I didn't explain well enough : I'd need to export each vertices matrice all along the animation. DepthKit gives me a depthmap movie file. I'd need to render it as a mesh and to make calculation on each mesh but the transformations I need to do requires refinement resolution (delaunay, voronoi etc) so this is why I'd like to explore the way to do that outside of my real-time flow (I'd do pre-calculations outside of max)
    • Feb 15 2019 | 6:37 pm
      i'm not sure how your clarification changes anything. you're asking how to store and recall precalculated vertex data yes? I'm suggesting to use jit.matrix binary format for this. i've done this in the past to store large vertex datasets as frame sequences. you simply build a recorder structure and and a playback structure and name the jxf files with their frame number. you will need a fast hard drive with lots of space.
    • Feb 16 2019 | 11:21 am
      Thanks Rob, I'm sorry for not having clarified anything. I understand your answer better.
      I think the key would be to do that in real-time, even if it is a very very cheap Delaunay simplification or so. I cannot find any easy implementation in Max.
      Maybe already by mangling the matrix of my meshes, it could a nice exploration. Depending on the points sorting in the matrix, maybe, by truncating this latter, I could simplify the mesh itself. Not sure.