Grace (RL)
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Grace (RL)
Posted 8 Years Ago
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Group: Administrators
Last Active: Last Week
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PopcornFX Plug-in for iClone, in addition to supporting the sampling of images and meshes right inside iClone, can also import PopcornFX Editor's native *pkfx format.
The following topics is expounded upon in this article:
- Acquisition of PopcornFX Editor and relevant particle effects content.
- Handling differences in world coordinate systems between PopcornFX and iClone.
- PopcornFX being Y-up (like Unity 3D) and iClone being Z-up (like Unreal Engine).
- Dealing with missing *.pkmm and *.pkproj upon import.
- Missing message prompt and suggested remedy.
- Representation of PopcornFX Editor parameters inside iClone's plug-in user interface.
- Dealing with mismatched attributes between PopcornFX Editor and iClone due to the inability of *.pkfx format in preserving project level data.
- Some particle effects have many attributes while others have less, how can one go about exposing them?
- Some attributes are only accessible through PopcornFX Editor's scripting environment.
- Curve sampler is still under development.
- Fixing visual disparities between PopcornFX Editor and iClone for the same *pkproj file.
- Because PopcornFX project level data is not included in the *.pkfx format for iClone.
- Fixing visual disparities in iClone caused by scripting in PopcornFX Editor.
- Scripting gives PopcornFX a great amount of freedom, but with this freedom comes a few pitfalls that users should be aware of.
- Pending feature: Path Sampler for PopcornFX particle emitter.
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