Matrix output for model

    Jun 26 2012 | 5:29 am
    Finally getting max6 going with the model object.. all good.. working as expected.. but thought matrixoutput was fixed in 6.05
    update.. re posts.. but still when matrixoutput is on object disappears.. same thing with gridshape.. have tried Day nine (gen patch a day) with my models.. works except when matrixoutput on there is no animation from model.. thoughts? question I guess is.. can you use model and animations with matrix output.. to for example manipulate geometry with shaders or gen .. was able to do a bit in 4&5 by animating with instances of .obj models.. thanks for all..

    • Jun 26 2012 | 5:35 am
      actually remember I did not use shaders to manipulate geometry with the.obj models ( was always told not supported).. .. that however is some of what I was hoping would be doable in Max 6 with the dae object files ( and perhaps gen).. as I would like to have a way to break up the solid look of the imagery from time to time..
    • Jun 26 2012 | 5:26 pm
      matrixoutput does not support animations.
      if you want to manipulate the geometry of an animated model, vertex shaders are the only option.
    • Jun 26 2012 | 8:03 pm
      Thanks Rob.. sorry to hear that.. it is what I suspected.. are there any workarounds.. My experience with the vertex shaders is that although I can manipulate the geometry the texturing with movies and live video on the model, as I have been doing stops working..
      I could try again with the dae models but doubt will be different.. any ideas? also any news about for 6 .. I have been making patches in 5 that are finally fairly successful.. but want to move forward.. really appreciate all you do..
    • Jun 27 2012 | 6:06 pm
      vertex shaders should not break texture shaders.
      if you want me to take a look (although i'm by no stretch a shader expert), post up a model with shaders and a simple patch and i'll see what i can see.
      the ogre external is still max 5 only for the time being. sorry about that.