TyParticleSkin to Standard Skin?
#1
Hey is there a way to convert the TyParticleSkin modifier to a standard max skin modifier? I was hoping to export a rigged FBX that is driven by the particle system. This is going into a game engine that doesn't support mesh caches so it needs to be bones and skin.

Thanks!
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#2
No, there's no way to do a conversion like that.
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#3
Thanks for getting back so quickly. I was able to find a workaround by exporting my particles as objects with a dummy reference. I then just manually skinning my mesh using the exported dummy objects as bones. So far the results seem to work well.
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