How to use feedback on an FBX without freezing the animation?

Hi! Relative beginner here. I have an FBX which I have used to generate a sprinkle, which is then converted to a TOP, so that I can treat it like a point cloud. I then want to apply effects using feedback (like noise, etc) but I’m struggling to find a way that doesn’t just take a ‘snapshot’ of the current frame of the animation and apply the feedback to that. Is it not possible to retain the animation?

To get the deform animation off the GPU and into SOPs you’ll need to use the Deform SOP with the skeleton root path set to the FBX COMP. The input would be the desired mesh with the capture attributes that can be selected via the Import Select SOP. There’s another forum topic on the subject here:

Hi! Thanks for the reply. I have that all set up correctly already - the FBX runs the animation fine. The problem is that I want to animate noise from the particles coming off with the movement using a feedback loop. However, the feedback seems to take just one frame of the animation like a “snapshot”. I’m not sure how better to explain it. It does receive the movement, because if you pulse the feedback it takes a different frame every time. I’m asking because I’m not sure if I could be doing it differently to get what I want, or if instead there is something inherent about the way feedback works where it won’t be possible to use it AND run the original FBX animation at the same time.

It’s hard to say without seeing your toe file – could you please include that here?

Yes - thanks for taking a look - I suspect it’s not possible with this network so I am looking for other ways to achieve the effect. I am trying to make a dancing figure where points spray from the body as they move. Like sparks flying from the arms as they dance? I thought feedback would be the way but I’m thinking maybe not

ExplodingStar.24.toe (6.8 KB)