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Found 80 results

  1. hi everyone got a little problem here - i've setup a ragdoll system for my crowd... i've animated a door in maya that opens up and that was exported from maya via alembic. the prob is as the characters run towards the door they sort of collide around a bounding box and i cant figure out why? has anyone encountered this? Its really pickling my head - they are clearly hitting a bounding box of the opening doors I'm afraid i cant send a scene either anyone any ideas? thanks ant
  2. hi,secondary broken geometry through the abc to maya no uv. Many days can not find the reason. please help me. The first broken,normal. The second break.not uv. Fbx will appear triangles. The obj sequence has no path information. Abc is not very stable. What should i do?
  3. alembic

    This has been a big pain over the past year while using Houdini. While Mantra is amazing, I am still using 3ds Max and Vray as my main driver. I wanted to do a comparison in rendering (just because) and when I tried importing the alembic file, it crashes Max. So Ialso tried exporting the Alembic file and importing into Nuke...and it crashed that too. Something is going on when I export it that is confusing other applications and I have no clue what it is. I tried deleting attributes and the like, but still...crash. I setup a simple Houdini scene that just has the file import, a time shift to hold the mesh, and then an Alembic Output ROP. I know that you can't write Alembic files with the Apprentice Edition so hopefully some of you have the Indie version or above to export. However, whatever I did to my bgeo should be obvious to someone that knows what they are looking for. The most annoying part is I have other Houdini files that write out Alembic files fine; so it is just my fluid sim cache from hell wreaking havoc. Thanks! alembic_out.hipnc v001_fluidMesh.bgeo.sc
  4. Hi there, I'm using houdini indie.. I've built an animated structure and right at the end I have used a Wireframe node to turn to geometry. I now want to export the whole animation as Alembic using the 'ROP Alembic' node into Cinema 4D, however Cinema crashes upon Import of the Alembic. I have tried exporting 3 frames and even just 1 frame out of Houdini but the same problem occurs when importing into Cinema My guess is that the mesh is too big based on the fact that it was heavy to work with in Houdini? Are there any alternatives? I don't have Houdini Engine but could this be a potential solution? Does it transfer files in a different way?
  5. I want to export geometry from Houdini using alembic rop output In my Rop Alembic Output SOP I have these settings : - Build Hierarchy From path attribute But it seems like it finds name clashes and is not able to export.. any one knows why? if I unpack (with transfer path attribute) it works fine.. but that means the file size is way bigger. I have attatched a simple scene file packed_alembic_export.hiplc and here is the alembic file ALEMBIC.abc
  6. I have a bunch of cameras exported from photoScan (photogrammetry app) and I would like to create a master one which can animate between the whole set. What's the best way to get the transform of two cameras, blend between them and drive a different camera? I tried to extract the intrinsics from the alembic export, but didn't manage to make it work. I ended up key-framing the camera in maya with a good old mel script and export it as an alembic. But I was wondering if there is a better way in houdini, with either an FBX or alembic scene from the photogrammetry or any other application. thanks
  7. Hey guys, I have an alembic character with his eyes "spinning" - besides of this the character is static BUT it loses the eyes animation as soon as I make it a FEM. I like to have the static object being simulated but i really need the animated one to be embed. Here's some gifs to explain it better. I'd like to have the spinning on the second one. The scene file is attached, just in case Thanks, Alvaro FEM Animated.rar
  8. Hi! I'm starting with Houdini, and I would like to know how to combine a cached animation and Houdini's RBD. I know that this question has already been asked on this forum, but as I said, I am a beginer, and I would need reaaaaly basics answers. (I don't know any one who uses Houdini so sometimes I have simple problems that I can not solve). So my problem would be : - I receive an animation made with maya. I export an alembic (or a cache, FBX? Is there a best way?). I import it into Houdini. -The animation works, but when I set it as a RBD solver (or FEM, or anything that has something to do with gravity), the animation doesn't work any more. -I heard on this forum about a RBD keyframe node, about "Use geometry Transform", but I'm really too new to be able to use these informations. For exemple, if I want to use this alembic (attached file) : it is a little sword, I want it to be breakable, and to keep its animation. How would you do this? I hope somebody will find the time to answer to my questions, thank you! petite epee.abc
  9. Sup guys, I've just imported an alembic from client - it's just a static object - and it's already placed a few units up from the ground. I need to give it some initial angular velocity to make it spin while it falls but, it looks like, the angular veocity is coming from the origin gnomon. Thx /Alvaro
  10. Sup guys, I've just imported an alembic from a client - it's just a static object - and it's already placed a few units up from the ground. I need to give it some initial angular velocity to make it spin while it falls but, it looks like, the angular veocity is coming from the origin gnomon. Thx /Alvaro
  11. Hi All, I'm sure this question must be a common one but I have searched this forum without finding the solution I need. So, apologies if I am repeating a previous post. Right. What I am trying to do it take some nParticles from Maya over to Houdini for rendering in Mantra. I am using Alembic to transfer the particles. Houdini finds the particle position, P, velocity, v, and particle ID, but not other per-particle data, such as rgbPP, lifespanPP, aimDirectionPP, etc, which I would like to carry across. I can see that some data is there in the alembic file, but Houdini does not seem to be translating it properly. Maybe you can see from the screen grab what is happening. rgbPP, for example, is coming in as a massive array of floats, the size of the array is three times the number of particles. I assume I need to wrangle the Alembic data in some way. I would be very grateful for some help with this. I am fairly new to Houdini, VEX is not something I am experienced with, except for the very basics. Maya 2016 Houdini 15.0.244 Windows 7x64 Many thanks, Dan
  12. Hello, I have a mesh that has multiple UV sets and have transferred it using alembic from Maya to Houdini and then back. Is there anyway to have those UV sets come through the entire process?
  13. Hi, rookie question: Why is it that when I import an Alembic camera from Maya into Houdini, it makes the whole scene insanely large. The camera moves a massive distance and as such I am forced to create massive grids and simulations with attributes set to numbers in the thousands. This is really hard to work with and creates clipping problems if you move close to the geometry, which i cant seem to fix even in display options. I'll attach the scene file and the ABC camera file (not sure how to attach them in the same file). So import the ABC file yourselves Basically the camera is leading a car straight along a road and there is going to be a dust storm in the background and also dust trailing behind the car. If you convert the tube in the scene to Billowy Smoke, it comes up with a warning saying 'Object level scales detected. A new object has been created to convert to world space'. Which I suppose is a way of saying 'Hey, your scene is super massive and could be fixed somehow'. I'd like to know if there is some way to import the same camera, but have the scene scaled to a suitable size so i dont have to put huge numbers in while experimenting with smoke, particles etc. Thanks Scene01.hipnc Camera Alembic.abc
  14. Hi, Im trying to change the scale of my Alembic camera in Houdini. I have tried using the null node at object level, but it causes issues when I try to render some ocean. I see that you should be able to change the uniform scale deep inside the alembic file in xform. The Uniform Scale is stuck on 1, I cannot edit it (the 1 is inside a yellowish box) which seems to be why I cant change it. Any help appreciated, cheers Charlie
  15. Hi all, I just cant seem to find a working method...so help please. I got animated alembic geo coming from Maya and I need to instance it on bunch of points with some random time offset. My original plan was to create attribute named tShift on instance points and somehow call it on geometry to instance like timeshift node $F+$tShift ...but thats not working. I was hopping I could get same thing as copy sop but with instancer...its another bird semi flocking thingy and Im stuck..... All ideas and help are very welcome! K.
  16. Hey everyone! So I'm trying to export a flip surface that I stitched to a cube in order to get some depth for my water shader in Maya to work properly. Everything is working fine until I get to the point that I need to transfer the velocity as a vertex color set. For now if I bake the color in just the surface it works but as soon as I try to do it with the stitched cube some frames are missing the color within Maya. The message that I get is // Warning: Color sample size != num face vertices // The way that I'm doing it right now is that I drop an AttributeCreate run it in Vertex as a Float 32 bit Color attribute of 3 componentes, pointing to the @v attribute from the fluid and export it. As I said, I get some frames with it some without it, so I'm not sure if I'm missing something on my export step. Any direction on how to solve this will be very much appreciated, thanks a lot!
  17. Hey people! I'm currently using Alembic to go back and forth between Houdini and Max. I've been trying to figure out how some of the attrs need to be setup so that max can read them. Already figured out I needed to promote N to vertex (otherwise every loaded frame it tries to reload all normals, fails, etc, sloow - other solution has been turning off import N from max so it rebuilt its own, but it wasn't as desired) Now the problem I'm facing is how to create material IDs for Max - the geometry that came in, even if it had Material IDs in Max, didn't import any kind of attr in Houdini that could refer to that, so I don't know what it needs, if Primitive, Vertex etc... Anyone had previous experience and wants to share? Thanks!
  18. hey everyone - can anyone help me with this please? I've watched numerous tutorials on FEM online and i've gone through numerous threads on here but i'm simply having no luck. I'm trying to get an animated character i've exported from maya into houdini and attach a FEM solution to it. Using the follow target constraint i can attach the FEM mesh to the animated one but no matter what i try and do i just end up with a mesh either falling to the floor or (as in my attached scene) just 'hanging' off the static mesh. I'm really lost here i've been banging my head at the wall for 2 weeks trying to suss this out. I've followed scene files by half a dozen guys off vimeo with scene files attached but nobody seems to have a scene file i can look at that involves an animated alembic cache. Can anyone take a look at my scene please and help me with where i've gone wrong? thanks anthony hou_alembic_char_FEM_flesh_v02.zip
  19. I tried to search about this without success. I have a RigidBody fractured animation created in Maya by a friend, it was saved as an alembic, I need to bake animation of the pieces inside the alembic file as fbx keyframed animation. The geometry in the alembic file contains uv attributes and 2 primitive groups defining outside and inside geometry. Geometry has not variable number of points over time, I was able to attach some test rivets to see if the animation is stable and it seems to work fine. Problem using rivets doesn't look to be easy to do since I have 250 pieces and manually doing rivets to extract keyframe animation doesn't seem a good idea, and also it would probably not maintain correct spatial positions of geometry. With Connectivity I was able to create a point attribute to define those separated pieces. With Exploded view I was able to see those pieces separated and create a "name" (primitive attibute), then set Scale to 0 since I don't need to see the pieces separated. What I need to do now is making those pieces effectively independent from each other all parented to a single null object, and exporting the baked hierarchy as keyframed. I need to create a starting transfom for each individual piece with origin at centroid and a custom rotation to keep relations between all the pieces coherent. Then I need to compare with the deforming pieces (to extract those transformation and finally bake the fbx). For single pieces Extract Transform is pretty easy to use, but for multiple pieces inside a single file it seems a bit more complicate. I don't have any idea on how to proceed, I'm relatively new to Houdini, so help from someone who already did this with some test scene would be pretty useful.
  20. Hi, I’ve been approximating a hair simulation using wires (placed manually as NURBs curves), the idea is that I would constrain them to imported alembic skinned animated geometry and then export the result back to Maya. However, I’m having issues constraining the wires to the geometry. I’ve tried using an sbdconstraint and wireglueconstraint, but neither of these have any effect. The ideal solution would be the ability to simply constrain the roots of the wires to the closest point on the surface at bind time and then stick there regardless of where the alembic geometry ends up, as extracting the proper xforms for the head movement is another issue I’ve ran into so far. Any advice is helpful, Thanks, Sophie
  21. Hello, I'm doing a simulation where a car drives through a brick wall. The scene will eventually be imported via alembic into C4D for texturing and rendering so here is where I'm getting stuck: I imported the car as an obj, cleaned it, converted it to polysoup, made a low res proxy (using the ray sop) for simulation, and then after I get the sim the way I want I export the point data of the sim and then use transform pieces and connect the high resolution car. However, I'm not sure how to export the car with selection tags for texturing individual parts of the geo in C4D. I'm using alembic to export from Houdini to C4D. It seems like once I convert the car to regular polygon mesh, all the individual pieces of the car fall apart in the sim. I would use an HDA and the C4D Houdini Engine but we are on R16 at work and will not have R17 available to us for this project. Is there a way to save out texture tags in the polygon soup so that when I save the alembic file they are baked in? Any ideas are welcome! sim_example_js_v01.hipnc
  22. I am having my first shot where I have to export geometry from 3ds Max to Houdini. Is there a preferred exporting method to follow? For example, I have a wall made of bricks. In Max, they are all attached as one object made of multiple separate objects. When I tried exporting it this way(as a single obj), the most I was able to get from Houdini was to take each primitive and treat them individually. I also tried exporting as a single Alembic piece, but that acted as what would essentially be an unpacked object and came in as a single point. So in short, what method is everyone/standard practice used for exporting out multiple (hundreds, thousands) of geo pieces from another package into Houdini? I tried doing a search but couldn't really find a definitive answer. Any help would be much appreciated! Thanks :)! ****i solved this by exporting as multiple elements in 1 go. So instead of having all objects connected into 1 object, they were separated out and exported by selection.
  23. Hey guys, I have an alembic file of an animated deforming creature from maya. I am converting it into a VDB volume and applying noise via vop sop. I created a rest.x rest.y rest.z volume to compute the volume rest fields for animation. Now the problem is, after I create these volume rest fields I need to then deform the volume rest fields to match the alembic animation so my rest field will deform along with the geometry and the noise will stick to it without any slipping At the most basic level I can manually keyframe a xform sop, but the noise slips when there is deformation; i.e. this only works with translation or rotation So is there any way to somehow transfer the deformation of the alembic animation over to the volume? I tried transferring density to points, deforming via lattice and then transferring back, but this caused a huge loss of detail/unpredictable results. I also tried transferring volume attributes, along with a thousand other things, with no luck. I posted an example file. Thanks! volume_deform.rar
  24. Hey, im doing a simulation whereby im clustering my voronoi objects with glue so that i can use Bullet. The problem is that when i come to export the sim out (to alembic) all of these objects are being exported as individuals rather than in their clusters, which is really expensive (around 10000+ objects on export as opposed to around 1000). Is there a way i can merge/ combine the glue-clustered objects post-sim to create actual 'combined objects' for export?
  25. Hi, How can I transfer/copy/recalculate custom normals from a restpose model to an animated model. So that the direction of the normals move relative with the animated model... In other words that the normals stay relative to animated surface. NormalCopy.zip