could anybody tell me , how can I export houdini's animation ,such as character animation to maya? So I can use maya's fur and cloth to do the rest parts.
export houdini animation to maya
Started by ykcosmo, Nov 22 2003 07:50 PM
29 replies to this topic
#1
Posted 22 November 2003 - 07:50 PM
Why is the ocean blue ?
Because there are plenty of fish in the ocean.
Why do the fish make the ocean blue ?
Because they breath and talk as " blue blue blue .... "
Because there are plenty of fish in the ocean.
Why do the fish make the ocean blue ?
Because they breath and talk as " blue blue blue .... "
#2
Posted 22 November 2003 - 07:58 PM
build identical rigs in both packages with the same names (bones, effectors,etc), then use the tools in the codex section of this site(convchans, chandump) to convert animation data. I've done this before so I know it works fine
#3
Posted 22 November 2003 - 09:22 PM
A simpler method might be to export sequential polygon geometry file from Houdini using the Geometry ROP. After this you can import sequence in Maya as blendshapes. You need to do a little scripting to do it, but its possible and at least you're guraranteed to get exact lineup. Now you can run your Maya dynamics on top of this.
jason iversen
++odforce guy, and supervisor @ r+h, jiversen-at-rhythm
odforce g+ page: https://plus.google.com/103473736257525043693
++odforce guy, and supervisor @ r+h, jiversen-at-rhythm
odforce g+ page: https://plus.google.com/103473736257525043693
#4
Posted 25 May 2004 - 07:59 PM
thank u. and how to export maya scene into houdini?!
for example, I created a scene in maya, and then I want to make particles in houdini...
for example, I created a scene in maya, and then I want to make particles in houdini...
Why is the ocean blue ?
Because there are plenty of fish in the ocean.
Why do the fish make the ocean blue ?
Because they breath and talk as " blue blue blue .... "
Because there are plenty of fish in the ocean.
Why do the fish make the ocean blue ?
Because they breath and talk as " blue blue blue .... "
#5
Posted 19 July 2004 - 06:48 AM
hey ykcosmo
what i do is i wrote a little script that exports all my objects (polys) in maya to obj files and then use the file sop to bring them in
and iges for nurbs and also use a file sop to bring them in,
i would then run a merge between the two file sops.
just make sure that u use $F as ur extention on ur file in houdini, so that you actually import your animation from maya and not just one file.
as for camera move, theres a little conversion that takes place between maya's cameras and houdini's cameras,
then as for camera moves, just export ur camera translation data out as movs and bring it in through ur CHOPs, just make sure ur sample rate is that of ur scene file in maya, ie pal =25
and that should be that, i got a really good match going between packages,
i think you should check out
http://www.odforce.net/tips/h2m.htm
anyways
hope u come right
all the best
aracid
what i do is i wrote a little script that exports all my objects (polys) in maya to obj files and then use the file sop to bring them in
and iges for nurbs and also use a file sop to bring them in,
i would then run a merge between the two file sops.
just make sure that u use $F as ur extention on ur file in houdini, so that you actually import your animation from maya and not just one file.
as for camera move, theres a little conversion that takes place between maya's cameras and houdini's cameras,
then as for camera moves, just export ur camera translation data out as movs and bring it in through ur CHOPs, just make sure ur sample rate is that of ur scene file in maya, ie pal =25
and that should be that, i got a really good match going between packages,
i think you should check out
http://www.odforce.net/tips/h2m.htm
anyways
hope u come right
all the best
aracid
VFX TD
#6
Posted 26 May 2006 - 03:29 AM
i hope i can upload there a script in the next three maybe four day's, when iam ready.
i write a script that imports obj sequences into maya.
this script control's the visibility of the objects frame by frame.
the only problem i got is, i write for every object a script operation.
and that is realy shit, i need to build it with if and else, but i got no knowledge of it.
so iam now at frame 100.
i think i script it till 200......i think its enough. and it works, with importet models.
next problem is, that i cant rename the importet poly model's because the script works with the names........
in need a idea and help to solve this two problems
i write a script that imports obj sequences into maya.
this script control's the visibility of the objects frame by frame.
the only problem i got is, i write for every object a script operation.
and that is realy shit, i need to build it with if and else, but i got no knowledge of it.
so iam now at frame 100.
i think i script it till 200......i think its enough. and it works, with importet models.
next problem is, that i cant rename the importet poly model's because the script works with the names........
in need a idea and help to solve this two problems
#7
Posted 26 May 2006 - 05:13 AM
That should also retain your UV data if you have any..
#8
Posted 26 May 2006 - 10:24 AM
jason iversen
++odforce guy, and supervisor @ r+h, jiversen-at-rhythm
odforce g+ page: https://plus.google.com/103473736257525043693
++odforce guy, and supervisor @ r+h, jiversen-at-rhythm
odforce g+ page: https://plus.google.com/103473736257525043693
#9
Posted 27 May 2006 - 05:44 AM
i have to say, i tested my script a month ago....with 10 frames of obj anim.
and all was right.
And now i completed the script up to 100 frames...........
and all is wrong.........???????????????
i think i made a big mistake.
and all was right.
And now i completed the script up to 100 frames...........
and all is wrong.........???????????????
i think i made a big mistake.
#10
Posted 28 May 2006 - 05:08 AM
I got now a good script to import obj sequenzes into maya
its a script from tonytouch
global proc loadOBJsequence(string $directory)
{
int $startframe = 1;
string $file_list[] = `getFileList -folder ($directory + "/") -fs "*.obj"`;
for ($i=0;$i<`size $file_list`;$i++)
{
file -import -options "mo=0" ($directory + "/" + $file_list[$i]);
rename "polySurface1" ("importObjSequence_" + $i);
setKeyframe -at visibility -t ($startframe + $i) -v 1 ("importObjSequence_" + $i);
setKeyframe -at visibility -t ($startframe + $i -1) -v 0 ("importObjSequence_" + $i);
setKeyframe -at visibility -t ($startframe + $i +1) -v 0 ("importObjSequence_" + $i);
}
}
loadOBJsequence("c:/temp/OBJfolder");
its a script from tonytouch
global proc loadOBJsequence(string $directory)
{
int $startframe = 1;
string $file_list[] = `getFileList -folder ($directory + "/") -fs "*.obj"`;
for ($i=0;$i<`size $file_list`;$i++)
{
file -import -options "mo=0" ($directory + "/" + $file_list[$i]);
rename "polySurface1" ("importObjSequence_" + $i);
setKeyframe -at visibility -t ($startframe + $i) -v 1 ("importObjSequence_" + $i);
setKeyframe -at visibility -t ($startframe + $i -1) -v 0 ("importObjSequence_" + $i);
setKeyframe -at visibility -t ($startframe + $i +1) -v 0 ("importObjSequence_" + $i);
}
}
loadOBJsequence("c:/temp/OBJfolder");
#11
Posted 03 July 2006 - 10:17 AM
Hi folks
I need to export camera animation data from Houdini to Maya. Actually I am doing it by exporting a .chan file from Houdini with animation data and wrote a mel script in maya to import the table and using it frame by frame.
Does anyone doing this in a more elegant/efficient way?
thx in advance
chris
I need to export camera animation data from Houdini to Maya. Actually I am doing it by exporting a .chan file from Houdini with animation data and wrote a mel script in maya to import the table and using it frame by frame.
Does anyone doing this in a more elegant/efficient way?
thx in advance
chris
#12
Posted 03 July 2006 - 01:39 PM
Hey chris
actuallly i've just finished writing a script that does just that, please give it a try
im doing it to facilitate our pipe from houdini to massive and im stopping half way with maya, so i can go via maya into just about any package.
its written in python, in terms of how to use it, basically just save ur cam out from chops using ur fetch chop, make sure its a chan file and not bchan, and point the script onto that file.
then copy and paste the mel text that is returned... and paste that into maya :-)
please let me know if u run into any issues,
brian
actuallly i've just finished writing a script that does just that, please give it a try
im doing it to facilitate our pipe from houdini to massive and im stopping half way with maya, so i can go via maya into just about any package.
its written in python, in terms of how to use it, basically just save ur cam out from chops using ur fetch chop, make sure its a chan file and not bchan, and point the script onto that file.
then copy and paste the mel text that is returned... and paste that into maya :-)
please let me know if u run into any issues,
brian
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