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Found 147 results

  1. I want to export model with animation to maya but when I import in maya 2018 UV is gone. I try to promote UV to point before export it can see UV in maya but UV is wrong. I want to know how to export alembic with uv, Thank.
  2. Hey there, I'm currently working on a project with some models that I've exported as alembic files from C4D to preserve the polygroups, so I can add the materials back onto the model when I re-import. When I reimport the alembic files they have a really strange reaction to Octane Render. I don't really know how to avoid this as some exports seem to be okay but some just give me this weird lighting effect. Has anyone come across this before/ knows how to avoid it, or can point me in the right direction as its hard to tell if its Houdini or Octane :s Thanks, Joe
  3. Hello, I encounter major problems when exporting an alembic sequence from houdini 17 to maya 2018. I traced the problem down to the “build hierarchy from attribute” option combined with rendering frame ranges into an alembic-file. Attached is a test file, to rebuild/illustrate the problem: export an alembic file with build hierarchy from attribute “name” ON —> import in Maya causes crash or empty transform nodes, but the hierarchy would be there export an alembic file with build hierarchy from attribute “name” OFF —> import in Maya with animation works fine - except that I don’t get the correct hierarchy I’m aiming for. Is someone encountering the same behaviour and has a solution for that? Or is it only at my system/setup? I’m working with Houdini 17.0.352 and Maya 2018.5 (but it didn’t work in any maya version between 2017 and 2018.5) Any help would be appreciated. Thanks! Joko alembic_export_maya.hiplc
  4. Hi folks, I was able to do alembic transport from Houdini to Maya for a scene which has a procedural vine/plant growth, how do I go about to maintain the UVs? kind regards, Clarence
  5. I'm trying to python script maya->houdini transfer script via alembic. I've sorted out most of kinks, but there is one hurdle that's giving me a headache for days now ... I have to use alembicArchive because I need node tree. In script I create a alembicArchive node, set all params as desired and execute aNode.parm("buildHierarchy").pressButton() While I was testing this in houdini's python shell pane everything worked great. Once I left houdini UI and went to python I can't generate subtree. I need that because I need to assign shaders and some other things before I save a file. I tried to force cook node (aNode.cook(force=true)) but it didn't solve it. Any ideas how to force this node to rebuild hierarchy? thanks. edit: of course that i meant pressButton() method instead clickButton … lapsus. Also I found that I can call calback script on this button (item.hdamodule().BuildHierarchyRoot(item)) or do i via hscript's “opparm -c” but that also does not work without UI … so I'm still on square one. I know that there is a possibility to build alembic hierarchy myself, but I would like to avoid that if possible. tom.
  6. So I'm making a collapsing gravestone and i want to export color data using the depth attribute from the interior detail visualize noise scale tool inside the voronoi fracture node. The data needs to be exported into Maya. This setup works for the initial fracture however when trying to merge in the sub fractured pieces from separate voronoi and export them as one exploded view alembic file for testing, lots of pieces start to intersect with each other which doesn't happen normally. I'm guessing the way I've tried to merge the color data into each other has caused the pieces to start intersecting but I'm not sure where in the node graph this is coming from. Also i tested just with the original fracture and the export works just fine and the displacement works in Maya. Just wondering if anyone's had similar issues to this and found a solution. GraveStone001.obj GraveStoneFracture0022.hipnc
  7. Is there any new way to alembic export with partition in Houdini 17?
  8. Hi, Is it possible to export animated geometry (Alembic/ OBJ sequence etc) from Houdini Apprentice? Thanks a lot Josh
  9. Hello, I'm working on a project and I'm a bit stuck on matrix transformation. I don't have a strong background in matrix manipulation. Here is what I am trying to do: I have a packed alembic that has been created from an external program. The alembic has a fullpackedtransform intrinsic that contains my translate, rotate, scale and shear data. I want to shatter this alembic geometry, pack the shatter pieces and use the original alembic transform to animate the pieces which will then be input into a rigid body simulation. I'm having trouble extracting the relevant data from the 4x4 matrix on the alembic. I can get my points to translate, but I don't yet understand how to make them rotate. I hope my diagram makes sense.
  10. I have an exported of an .FBX and .ABC format. I'm trying to get rid of the name issue in houdini when using FBX. But .ABC doesn't have this problem as I can use "Name Group Using Transform Node Name" in the option below. I used a blast node to display the groups which I group them in maya. FBX : @ALL_Windows/Windows_1/Glass ABC : Glass
  11. Houdini23ds max through Alembic

    Hello, So, first I exported flip tank particles in .abc format then I load that in 3ds max with vray proxy. But how to render them with proper whitewater or ocean shader? It is rendering a blobby mesh in my case. And there is also absence of particles in some frames and some kind of clipping in between. Can someone please guide me in this. Thanks in advance.
  12. Hi, Recently I had to develop a method for Alembic Sequence files export from Houdini and Load Alembic Sequence files in Maya, I couldn’t find any solution for this problem at that time, so I decided to develop some Python script to do these tricks. Below you can find my tutorial and source files for abc sequence files Houdini to Maya. Hope you find this useful in your workflow. If you have any questions or anything feel free to replay here. Thanks, Mahesh MS. HELP_abc_sequence_files_Houdini_to_Maya.pdf abc_seq.zip
  13. Hi, Recently I had to develop a method for Alembic Sequence files export from Houdini and Load Alembic Sequence files in Maya, I couldn’t find any solution for this problem at that time, so I decided to develop some Python script to do these tricks. Below you can find my tutorial and source files for abc sequence files Houdini to Maya. Hope you find this useful in your workflow. If you have any questions or anything feel free to replay here. Thanks, Mahesh MS. HELP_abc_sequence_files_Houdini_to_Maya.pdf abc_seq.zip
  14. Hey magicians, I have an RBD sim that when I export as bgeo looks fine, but when I export as alembic it goes crazy, the geo flies everywhere, anyone know what can be causing this? P.S: Also sometimes don't show in Arnold, I tried deleting "name" attribute and works, but not sure what is causing this, maybe because I have lots of dop networks? Thanks!
  15. Hi forum. I am trying to export simulated curves from Houdini into Maya using Alembics so they drive the XGen anim curves. I have exported curves from Xgen into Houdini and connected them to the 16.5 Hair System and simulated them. The problem is the Alembics from Houdini are exporting all the curves as shape nodes under one curve, instead of exporting each curve separately. XGen's Anim nodes wont read these. Does anyone know how to export curves from Houdini into Maya with Alembics without them packing?
  16. Alembic Velocity Issue

    Hi guys I am having a rather strange issue. I have a particle system which is advected by volume from a pyro sim, and then I have bits of geometry copystamped to this system. But when I export this to Maya with ROP Alembic I am not getting velocity. What's strange is if I do a convert to points from volume using the original pyro sim, copystamp that and export it instead... the velocity works in Redshift Maya.. why does it break when using points from pops? Does anyone have an idea about what's going on? EDIT: Found a workaround. Convert the velocity to colour in houdini, and use it as the motion vector source in Maya mesh controls.
  17. Hello I have an animated Alembic file which I am piping through the instant mesh SOP ( game shelf tools ). How do I export the mesh's state at each frame into separate files ( Obj/Fbx) ?
  18. Hello! I hope someone here can help me understand how I can access packed alembic geo. I have 2 sets of alembic files. One which is a point cloud where the points have a attribute called "inst_obj" and the second alembic contains the geo which should be instanced to those points. I could use a single alembic for each geo, but it would be more handy if I could have the geo in a single alembic file. I just can't figure out how to access the attribute and instance out the corresponding geo. Does it make sense? (simple alembic files are attached) best regards stefan bblock_geo.abc bblock_pos.abc
  19. Hi there! I am trying to use my flip fluids sim in unity, so I export it as alembic; everything works fine, except for the whitewater. I supposed that is because it is points and not geometry, any clue about how could I use my whitewater in Unity? Thank you all
  20. Hey guys, i have an alembic animated file (there's no deformation) and I have to convert this object to a vdb mesh (vdb from polygons >> convert vdb). I did it on a static frame (using timeshift) and now i'd like to copy the original animation to this new mesh. A copystamp does copy the position but not the rotation. Can you guys help me with this? Just to make things clearer (this is not the original scene, i'm kinda faking it so i can share here) this is the alembic character animated: then I made this new mesh from it: i need to transfer the position and orientation from the first one to the second one. I guess i could make it with a packed object since it have just one point Thx! RnD_copy.tansformation.v1.01.hiplc
  21. Hello, I know it is basic question but I still think that there is a confusion. What is the workflow to bring whole bunch of models from 3ds max(or any 3d package) to houdini with textures? Because we cannot relink the textures in houdini by hand, it will be very very time consuming. Or I think there would be a script out there to relink materials after importing them in houdini. Thanks.
  22. Hello, I have a feeling this is a common issue, but its a bit hard to explain / search for a solution. I've imported an animated alembic file, used unpack to get the points and put it through a trail node to get the point velocities, the problem is that the point count changes as some of the objects "disappear", so you get brief flicks of extreme velocity as the point IDs shuffle, I am curious about the method(s) for dealing with this problem.. Thank you
  23. Alembic export

    Hi there, I have a problem exporting an .abc into C4D. I always did the same workflow: Simulation/ROP alembic output driver(bgeo)/File (load the .bgeo)/ROP Alembic export/Open in C4D/work like a charm. But recently i've changed my computer and for the first time I tried to do and animation and make an alembic, doesn't work I tried a lot of things and I'm desperate right now, but I think somehow when I export .abc don't concatenate all the files and when I open it on Cinema, it only read the first frame. You guys know what I mean? Is not a problem of Cinema (I open and old .abc file already and works great) I use : Houdini Indie 16.5.473 Cinema 4D R19 I share the file with you guys, thank you in advance. Appreciated the help. cuadradro__boole.obj Flujo_indie.hiplc
  24. Hi there, I'm trying to stick points on an animated alembic without the points moving all over the place. At the moment I've got my alembic attached to a vdbfrompolygons to scatter. How can I make sure that these points will follow the alembic geometry? (the polycount doesn't change while animating) Thank you for your time and help. (I've attached an alembic file) AlembicTestFile.abc
  25. Hi ! I have some problem with export :S I imported alembic file from C4D to Houdini and simulate some props. then, I cached that simulation and export with ROP Alembic Output node. and when I import that abc file at C4D, All textures gone T_T Where Do I have to add Rest position and UV texture nodes ?? It is too difficult to me Help me ! I set up my nodes like this. Imported alembic file -> blast props -> unpack each prop, add rest position and uv texture node -> pack -> simulation(DOPNET) -> file cache -> convert node (If I didn't add this node, Houdini get fatal errors) -> ROP Alembic Output. At the pack level, I added ROP Alembic Output and export it for test. and It works ! but when I finished simulation and cache it, use convert node and ROP Alembic Output nodes. Its Textures are gone T_T How Could I do ?
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