Is anyone talking about writing out and reading vertex caches for deforming geometry through collada? There really needs to be support for this functionality in every major 3D application for so many reasons.
Of course it does make further editing of the scene in the destination package unworkable; however, that is not the point. One may use blast code in maya for example, and want to integrate that animation into a scene being done in max or xsi for rendering. Or you might have an animated noise deformation on an object in max that you want integrated into a maya scene. Or, or, or…
These are merely examples of deforming geometry that I’d like to make portable from 3d app to 3d app.
So, if anyone is already talking about this, please point me there so I can chime in. If not, can we all please talk about this?
The only commercial product I have seen that does this is point oven pro and it is not so great. We bought a copy for use with lightwave and maya and had a lot of problems with large data sets wherein it would just crash.
Here is the url for point oven.
http://www.ef9.com/ef9/PO.htm