Does it work for changing topology? Say, in Houdini I animated and Generation of a Lsystem, can it be exported to Maya? Thanks!
export houdini animation to maya
Started by ykcosmo, Nov 22 2003 07:50 PM
29 replies to this topic
#25
Posted 24 November 2007 - 03:42 AM
#26
Posted 24 November 2007 - 03:46 AM
I mean, I did try, but it doesn't work. Don't know whether I have used the script correctly or not. Thanks!
#27
Posted 01 December 2007 - 04:52 PM
For geometry with chaning poing count over time i would do something like this ( assume we ignore the Maya API to streamline the task ):
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 ...
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.
#28
Posted 05 December 2007 - 07:35 PM
Thanks, peship!! I will try your method soon.
#29
Posted 04 May 2012 - 10:32 PM
Mainframe123, on 28 May 2006 - 05:08 AM, said:
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");
thanks for this script
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