export houdini animation to maya
Posted 24 November 2007 - 03:42 AM
Posted 24 November 2007 - 03:46 AM
Posted 01 December 2007 - 04:52 PM
export the geometry per frame from Houdini as .obj file sequence.
create a reference in maya and point to this sequence of files.
script the path/file reference string to switch the files according to frame number.
create an empty mesh node.
each time when reloading the reference script_connect it's outMesh to the inMesh of this empty mesh node ( or maybe once done, maya keeps the connection - cannot remember anymore how exactly it worked, but either way it is not a problem ).
This workflow creates a stable point ( the mesh node ) from where to start building your graph network. It's like the fileSOP in houdini, but little clumsy.
As far as i can remember some version(s) of Maya had problem directly referencing .obj files, if you have the bad luck of using one of them, you will need to convert the .obj sequence to .mb or .ma format.
... problems with motion blur ...
Edited by peship, 01 December 2007 - 04:54 PM.
Posted 04 May 2012 - 10:32 PM
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);
thanks for this script
Posted 04 May 2012 - 11:29 PM
..or how to revive a thread started 9 years ago.
By the way, nowadays I'd suggest using alembic to transfer geometries between different packages.
I did it on a few projects with great results.
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