Point Storm - .mdd and .pc2 point cache motion data for LightWave > Unity

Hi all
I've just had my latest Unity Extension asset accepted for sale on the Unity Asset Store and think it could be of interest to some of you.
Point Storm allows you to import .mdd point cache files generated from LightWave into Unity. It integrates with LWO Importer so that vertex order can be easily mapped 1:1 but it also works as a standalone product - you can use fbx (for example) and so long as the point counts/orders match, Point Storm will work.

Point Storm can also match the point cache data to the closest vertex, which means it's possible to apply the motion data to any mesh. This can be useful if you have high-resolution point cloud data and you want to apply it to a lower-res mesh, or if you simply can't easily get the point counts to match.

Here's a few screenshots:
Image1.png
Image2.png
Image3.png

And here it is on the Unity Asset Store
Check if out for a full list of features.

Please let me know if you find it useful or if you have any problems with it. I'm always happy to receive feedback.

-Chris
 
Fantastic! I just took it. It is a valuable tool and allows to change approach to importing data into Unity. Not only for convenience and resource savings but also in terms of creativity :)

I haven't had time lately to generate MDD for testing but now that it's available it becomes essential :D
 
Fantastic! I just took it. It is a valuable tool and allows to change approach to importing data into Unity. Not only for convenience and resource savings but also in terms of creativity :)

I haven't had time lately to generate MDD for testing but now that it's available it becomes essential :D

Thanks! I hope it's useful to you.
If you do create some cool mdd videos and feel like sharing, I'd love to see them!
 
Point Storm is now up to version 1.2 on the Unity Asset Store.
It now has several more powerful features when importing:
- Added frame sampling option, allowing drastic reduction in memory requirements, often with no perceptible loss of visual fidelity.
- Option to reverse winding order of generated mesh, in case normals appear flipped.
- Resulting mesh can be set to read/write enabled. Default is OFF

And a few bug fixes:
- meshes consisting of multiple submeshes (varying surfaces) are correctly translated.
- high-res meshes ( >65535 triangles) are properly supported

-Chris
 
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