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Found 24 results

  1. bake agent for crowds

    HI I import fbx to houdini for making my crowd agent and when I want bake the fbx, during baking I get warring massage : SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Hips_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftUpLeg_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftUpLegRoll_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftLeg_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftLegRoll_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftFoot_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftToeBase_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Hips_bone1/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Spine_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Spine1_bone/bonelink' ignored. ... and more ... SOP_Agent sopGetRigNodes: Total 79 warnings. what is the reason of this warning massage? and How I can prevent it? thanks in advance
  2. Export issue

    So I´ve been trying to export my mesh and animation to Marvelous Desinger. It works everything is there, but the size in marvelous is really tiny, which will mess up the simulations since it´s to small. Tried to import it the mesh inside Maya with meter settings and it´s tiny there as well. So, can I tell the fbx to export in meter, or do I need to change the scene size somewhere, even tough Houdini works in meter ?
  3. Export issue

    So I´ve been trying to export my mesh and animation to Marvelous Desinger. It works everything is there, but the size in marvelous is really tiny, which will mess up the simulations since it´s to small. Tried to import it the mesh inside Maya with meter settings and it´s tiny there as well. So, can I tell the fbx to export in meter, or do I need to change the scene size somewhere, even tough Houdini works in meter ?
  4. [REDSHFT] Materials

    Hi, I am looking for redshift shaders/materials to buy. I am also intrested in importing/converting fbx materaials to Redshift. Anyone have any suggestions? It seems to me that a nice set of materails would make Redshift or houdini a lot more powerful...
  5. Ok, I will try to explain what I want to do and what I am getting instead. I know the fundamentals of building crowds in Houdini, what I can't seem to figure out is how to use multiple agents or clips in a scene. I have two separate FBX files that I exported from Cinema 4D, both are 90 frames long with similar animation but just a little different. I want to bake these in a ROP Network, in two Agent Drivers(not agent SOP), connect to a Merge node and hit render. I hit render and it creates the proper file directories, YAY! Then I want to take a Agent SOP and combine the two clips in that one Agent SOP and connect that to a Crowdsource. The problem is that only one clip plays correctly, the other clip is smashed and glitchy, its not correct. I also get a caution warning that reads something transform tracks differ regarding the two clips I am trying to combine. What can I do different? Is there a work around? Have I no clue how to export FBX files?
  6. packed rigid body export to fbx

    Hello, Looking for help on using the game tab RBD to FBX exporter. It should be rather straight forward but Im not sure as to what I should be selecting when its asking for a Node to export. The documentation says it should be a "Reference to a packed object". Is this just the geo node at object level or is this the the rbd packed object in the dop? I get errors no matter what I select. And is there an order to selecting my tab icon first than the object or vice versa? Thanks DoorExplode_OD_v005.hip
  7. Export Multiple FBX Using Python

    Hey, so I have a situation where i have exported a load of rbd simulations to alembic and i now, after re-importing them back in as alembic archives, I want to export them out from Houdini as FBX. Now, i can do this fine on an individual level, but it takes a while to export each one and then I have to come back and export the next one when thats finished, usually an hour later or something. What i I would prefer to do is to create a python script to automatically export the next one so i can leave them all going over night or something but I dont have any idea how to do this. Can someone please help me out or point me in the right direction? Thanks
  8. Hi Guys I'm trying to export a fractured geometry with two materials, one for the original faces and one for the new faces generated after fracturing. I just can't seem to figure out what sort of attributes I need to have for the FBX exporter in Houdini to include them as two distinct materials. I've tried the material node in various configurations but I just can't seem to get it right.
  9. Good Od folks Hi. I have a bunch (70) of photogrametry scans I need to bring in to animate in Houdini. They are sequentially named 01.fbx - 70.fbx.. Is there a "goto" way to import a sequence of fbx files and preserve materials? I am getting in the geometry with file node and $2F but the materials don't make it thou. Cheers
  10. Hello mates i have a question... is that only me or does anybody has same promblem too? so , I am trying to export my scene/models to Unity with FBX export but my texture are not coming and i dont wanna deal with giving matariel in Unity for each model. I am using Houdini 16.0.504.20 and installed Unity Engine also and using Unity 5.6 and I created digital asset in Houdini on .hda format and aslo tried .otl too and they dont show up on Unity. So, i know these are two different questions but primary problem is exporting my models with textures with FBX , does Houdini support that like max? or nah?
  11. Hello, I am a third year animation student starting vfx. I have a simple disintegration animation for my major project that I have done on a sphere and now I need to transfer it to a hand animation that I have done in Maya and cached into an Alembic. As the animation and FBX camera export start at frame 1671, I changed the simulation to start on that frame. However, the simulation has stopped working and I'm not sure if I have transferred the effect correctly. I have provided the files, thank you! shot16.abc shot16.fbx I have provided new files! I managed to get the sphere to swap with the hand but the effect doesn't work still? It doesn't become smoke and disintegrate infect_point_Scene16.hipnc
  12. Hey guys, I have a scene with one object copied into thousands of points (particles). Since I'm using packed primitives, the scene gets super fast on Houdini but it's impossible to export it out. Does anyone knows what would be the best way to send it to Maya? Is there a way to, maybe, export it as a placeholder (a box for example) and, inside of maya, replace the box with the original object, maintaining it's matrix (pos, rotation, scale..)? Thx, Alvaro
  13. I am trying to attach the animation rig controls of the autorig tool to an FBX imported characted from Mixamo, but I have no idea how to approach this. Also I can't generate a Mocap Rig from the designated Button on the animation rig node after creating a fresh autorig. It tells me to select a skeleton, but which skeleton should I select? There is none, just the individual nodes for spine, left_arm etc. I think the autorig tool currently lacks proper documentation covering more than just the default procedure. I'd be really thankful if someone could point me in the right direction!
  14. I have an animated cabinet that i have imported to Houdini from Maya as an FBX. I want to drop cutlery into one of the draws in the cabinet, i have imported the spoon .geo and made the cabinet a static object and the spoon an RBD object. when i drop the spoon onto some parts of the cabinet it lands fine. I want to drop it inside the draw before it opens but when i position it above the draw and play through it doesn't move, it is just frozen in the air. Im guessing its a problem with bounding boxes? Sorry im new to Houdini any help would be greatly appreciated! (Sorry for the bad angle, the draw is closed)
  15. Hi all, I can't get a skinned object with a corrective blendshape before the deform sop out of houdini via fbx. Either the skinning works, or the blendshape, not both. I tried all the combinations in the fbx export (Force Blendshape, Force Skin...). Attached is a simple setup with a ROP network containing the fbx ROP. Maybe somebody can take a look. Appreciate the help blendshape_fbx_test.hiplc
  16. Sup guys, got a quick question, I've imported a fbx animation, then scattered with timeshift and attribute interpolate to maintian the position of the points, then I want to use a point deform but with a different mesh, is not working, is because the topology is different? is there a way to apply this? I want to model some stuff in zbrush and apply the rig of the fbx to the sculpted model Thanks in advance! Cheers
  17. Alright I'm still quite new to Houdini but I'm enjoying its shattering system and its dynamics are much more viable to use over the likes of Maya. My question is whether or not it is possible to bake object shattering and interactions with other objects as set keyframes. Reason for this is so I could possibly transfer it over as an FBX file to Maya. I apologize if this seems a bit obvious of a question. Thanks for any help, Belt
  18. Hey All, I just have a crowd workflow question. so I have bunch of fbx files with different animations and I have been loading them in with Houdini 15.5 agent node fbx load feature (https://vimeo.com/181696549). It is really fast and clean however, I have to use multiple agent nodes to load my fbxs' in and Houdini is recognizing it as multiple agents but it should a single agent with multiple clips. Is there a way to merge all of the fbx load to a single agent or is post export .bclips will be the only way?
  19. Material groups to Unity

    Hi, When exporting to Unity with fbx, Is there a way to tag groups of faces within the same object so that I can assign different materials to different parts of that object? thanks, Jason
  20. 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.
  21. FBX pivot to unity

    Hi,I am exporting objects from Houdini to Unity with the fbx export rop and I can't seem to get my pivot to export correctly. Is the fbx rop correctly exporting the pivot to unity? In Unity it shows the pivot to be at the origin.I've tried setting the pivot on the top level of the obj scope as well as inside the obj scope on a transform sop. Neither seem to be doing the trick.thanks,Jason
  22. So I setup an easy Particle system on Houdini, and when I try to Alembic it doesn't works, just FBX does. Can anyone please make an easy Houdini file with all setup for Alembic ROP a particle system?, so I can see whats the diference between it and mine. (I cant share mine because the source is a Bgeo sequence of 360 files) Im on H12 and trying to export alembic to Maya 2013 x64
  23. hello odforce, not sure if this is the right section but heck. As I as search the internet for tutorials I got some inspiration and wanted to try something. I saw a tutorial inwhere the pointsofvolume sop was used. I used a testobject for this sop and it worked. But know I thought, this should also work with animation. I had imported a fbx and wanted to connect it to the pointsofvolume sop. But I can't reach the fbx since the fbx is on obj level and the pointsofvolume sop in a geo. Im looking for a method to import the fbx in this geo sop. Can someone help me out? I have added a picture for clarity
  24. Hi guys, I face some problems when I try importing in fbx from 3ds max. I attached 2 screenshot , the top one shows the geo in max, however after importing it in to houdini, some parts seems to offset away? Did I do something wrong with the settings? The fbx is attached as well if you want to test. Thanks in advance for your help guys!! -Darren *EDIT : Uploaded the correct pictures *EDIT 2 : Can't seem to upload the fbx file
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