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Found 54 results

  1. Hi, Whenever I try to use the file node to import an .fbx into my scene, and render it with renderman's it, Houdini crashes! I tried new scenes, different houdini versions, clean scenes, but to no avail! Funny thing is that the scene that started first displaying this erratic behaviour, already had a file node importing an fbx file and renderman had no problems with it! Anybody have any ideas? I haven't been able to use renderman after that and it's driving me crazy! Thank you for your time, G.
  2. Hi! New user here. Was testing the software expecting it to help me with some big FBX files that needs to be polygon optimized. I come from a 3dsmax background so progressing slowly here. Ive some fbx coming from catia files that are BIG. Big in the GB size, and big on the number of objects(tens of thousands or even hundreds). I was trying to import some of this files and it really looks that hoidini cant do it properly, waited for 6-7 hours and nothing. SO I tried with a file in he 300 MB size, and happened the same. Im sure Im doing something wrong, because 3dsmax import it with no issues, maybe I have to wait an hour or two, but thats it. I dont want to give up so early, any help on this? Thanks in advance!!
  3. Hi, I have an exporting problem. I made a geometry that I'd like to use in a game engine. However, if I make some simple modifications (like deleting some primitives with a blast node, align some points) before the export, the resulting .fbx is all messed up. But If I export it without modifications, it looks fine. What's going on? Sorry about the size of the .hip file attached, I have to freeze the cache file inside. export_bug.zip
  4. Wedging before 17.5

    i have a simple vellum sim in Houdini 17 with a few parameters i would like to change each iteration. The sim takes 45 frames to give the result i want and in the end i export an fbx. is it possible to run these 45 frames multiple times with different parameters and each time export a different result to fbx?
  5. Embed Texture in FBX

    Hey guys, I am trying to create a workflow with which it is possible to embed texture image files in a FBX. I know that I will probably have to write a python script to do so. Maybe one of you has already done anything like that and could help me out? Regards, Emil
  6. hey all! Imagine you have a whole bunch of stuff, add an exploded view node, animate the scale and then you want to export that animation to unity. So far I tried using filmbox fbx with but the animation is missing in unity but shows up maya. I also tried using rbd to fbx from the game tools and packing everything to rbd before but the model aswell as the animation break in that case. what is the correct / standard way to export this?
  7. mm Quick Path Save Presets

    Hi there, I want share for free my presets for: Filecache Sops DOP I/O Sops ROP Geometry Sops ROP Alembic Sops ROP FBX Sops Included a litte PDF (english and italian language) with a small description. Why I create it? Because I'm "lazy" and I want save time when I should save my cache of sim and for a "quickly input" I create a simple strings where you can put inside some value/name and create for you a final string with the path where you want save. When use it? When you want save time and you "haven't time"... It's free, but a little donation is grateful Gumroad - https://gum.co/KScZC Cubebrush - http://cbr.sh/ex87j1 Have a nice day Matteo
  8. Hello! I have this two models, one of them is an animated mixamo fbx of a character doing a spin-attack with a sword, and the other is a katana, the mixamo model doesn't have the sword, just the hand open like holding something. I isolated some points on the hand, got the centroid and created a point there, subtracted the position of two points in the palm and the transfered that vector as a normal to the central points where the sword will be, so its aligned to the hand, kind of. This worked for the first frame of the animation but get it comes to the spin the sowrd just keeps the same angle as in the first frame, the long of the sword is correctly oriented but the blade-side of the sword doesn't follow correctly the orientation of the hand. I'm still learning houdini and I for sure missing something and I don't know how to really look up for this anywhere else. Thanks. Here are some snaps: https://gyazo.com/f6dac5288ed223ac63a6ccea8b69fce5 https://gyazo.com/018df6bf2b990d3a9cd2cb8f2b0aff6b https://gyazo.com/0e6803c89574a2899cc7c4ecf005e8fa https://gyazo.com/1f886158016b065d9fca1400ffa4e380
  9. Hey guys ! I have a simple crowd agent that I put some anim onto in SOPs What I do on the agent doesn't really matter, what I need is to export the agent with the animation to FBX I tried simply exporting it with the FBX ROP, but the result was a point cache with no bones How is one supposed to export a Crowd Agent to FBX ? I searched online, and haven't found a working solution Attached is the simple setup in Apprentice (I know Apprentice can't export FBX. That's just an example scene from my home - at work we have the FX version) export_agent_fbx.zip
  10. I am exporting a rest and a animated FBX from Maya. In Houdini I am creating an Agent SOP loading the FBX at rest, then Agent Clip loading the animation FBX directly from disk. (shelf tool for Agent) The animated FBX does not read properly, the geometry is collapsed onto itself. Could you please share the best practice for exporting FBX from Maya in this scenario please? Any settings that I should be particularly careful of on export? Any specific requirments for rig hierarchy and constraints/bones?
  11. Hi there! I have this problem I need to fix. I imported a fbx animation that has 375 frames and need to chop like a lot, just need from 320 to 375 for making one of the objects a vellum grains of another kind of grains. Im new to Houdini and Im dealing with a lot of doubts like doing this. Is there a simple way? The thing is, when I try to simulate this object it starts from frame 0 and all those 300 frames are not needed. Other way I could make this out is enabling the vellum solver at frame 320 but that is something Ive been having problems with too! Please if anyone could help me out here it would be awesome, there's so much about Houdini I want to learn !!
  12. Hi, This is a test export from 3dsMax. The Tubes are instanced. I can export them as fbx file and import them back into 3dsMax while preserving the instances, since fbx format supports instancing. Is there a way to import the fbx file into houdini and preserve the instancing somehow? I know instancing in houdini works very different, and with that example geometry it looks like it doesn´t make a lot of sense. But i also have to import more complex machines from CAD data and there it would be nice to have for example all screws still instanced. kind regards jon instance_3.FBX
  13. fbx and CHOPS

    Hello, I am currently trying to blend 2 fbx in chopnet context using the fbx reader. The general idea is to create automatic preroll blending restPose to Animation. My problem is when I blend the fbx (from rest to animation) whithout same numbers of channels the "simpleblend" node doesn`t work. I would like to kwon if it's possible to compare to clip in order to delete the unused channels. Thanks for your time. Mathieu N. best regards
  14. I've been researching this topic for some time and can not find any valuable information. I have a character with a skeleton and blend shapes. This character have multiple animations ether on Takes or in multiple files (with HDAs). I can not find any reasonable way to bring this animation to Unity. Making all animations in one timeline and splitting it in Unity or exporting multiple FBXes with the same mesh sound absurd to me. Can anyone recommend a proper workflow?
  15. FBX to UE4 no animation data

    Hello! I am trying to import a cached rbd sim to UE4 as an animated fbx, but when I import it to UE4 it says the fbx "has no animation data". When importing to unreal, it does detect the start and end frames correctly (and auto selects skeleton mesh as it should) and create an animation asset but it does not play the animation, only the first frame. I am using Houdini 17.5 and Unreal 4.22 I have attached a simple example file, I am using the gamedev tool rbd to fbx in the out context to write out the fbx Not entirely sure if the issue is on the Houdini side or the Unreal side, any help would be appreciated! fbxtest.hiplc
  16. Hi there! I made a simple rotation in Houdini in OBJ level and exported it via File/Export as FBX file to import into UE4. The object is rotation 300° over 96 frames. When I import then FBX into UE4 everything looks fine, but the object only rotates for about 60°? The same FBX works fine when I test it in Unity. Is there something I'm missing? Import settings in UE4 look fine - how can it be that the object doesn't do the full rotation? The imported frames are 96 as well - so that's fine. Easy in/out looks correct as well. It just doesn't rotate the full 300° but about 60°. Thanks in advance! Best, Ron
  17. Hi all, I'm exploring Houdini Crowds and would need FBX cycles to test my scene. Can someone point to online FBX resources or any personal FBX cycles, free to use for testing and learning. Thanks in advance
  18. Hi folks, I have searched around, but similar questions are either unresolved or unanswered. Hopefully now in 2019 we have a simple solution to this simple issue. I have used the Extract Transform node in Houdini, which gave me the position and rotation of my object. Prior to that, I have simmed a Rigid Body object, and used this node to replace it with a higher-resolution version for my render. Now I wish to do the same in Maya. I have a high-res model of my rigid body, and it would be a waste to export each frame in alembic. It would be great to export a simple Null with a position and rotation attribute or something like that, and constraint my object to it in Maya. It sounds simple, but I can't do it. Attaching a ROP FBX or alembic to the ExtractTransform node produces the files, but they're just a locator without any attributes in Maya. How can I get this set-up to work, or what are the alternatives? Thank you.
  19. Hello, I'm threading new ground here, trying to "get" crowd sims. I've done particles, fluids, FEM, and RBD so far and I aspire to orchestrate a whole horde of people running down the I was playing with the set up, but I couldn't find out how to add vertex animation into it. I have 2 fbxs that I prepared, of a simple vellum cloth ball that's been retimed to look like its bouncing and jiggling in place. I'll add them to the post. Now, my main question is about how I'd go about getting that info into the agent. Is it even possible? The whole crowds system seems to be awfully "bone centered". One solution I could think of was to use the game tools skinning converter, but that is absolutely sub optimal, as I'd lose the wrinkles of the ball. I saw this thread: https://forums.odforce.net/topic/32029-crowds-with-marvelous-designer/ In which user ATOM pointed out you can use MDD caches, but if that's the case, how do you generate a .mdd, and integrate it into the sim? I'm really curious as to what you guys have to say. I'm not afraid of VEX so don't hold back on that front haha -- ball_walking.fbx ball_idle.fbx
  20. I've looked at the help regarding the blend solver and it looks promising but I've ran into a few technical problems. I'm running an animated character (alembic/capture), and because of the movements there's interpenetration in the shoulder regions, elbow regions, etc. Usual stuff. I had the bright idea to use FEM as a way to solve for these specific areas so when I run cloth it won't get caught in the character. Also I'd have the added benefit of those ares nicely squishing, a faux muscle deformation of sorts. I don't know a good way to run a sim but also have it follow keyframes, The blendsolver technique listed in the help looks like it could work, but the vellumsolver doesn't hook into the blend solver. It's apparently the wrong type. The old FEM solver was quite slow. Mind I haven't gotten into the active attribute workflow yet, so maybe I could speed the FEM solver up a bit. The other thing was the FEM solver's result weren't all the great looking either topology wise. Is there a specific topology it favors?
  21. 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
  22. Imported an fbx (attached) and i get the wrong behaviour of the dopnetwork with the xyz, gravity pushes the geometry to the side. Here is a visual description of the problem: any idea what the problem, how to fix it now, and how to avoid it in the future? Hut_fbx.FBX
  23. 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.
  24. FBX export

    Hi, there. I have a little issue with FBX export. I made some points with random position and rotation. And i wanna use it like pivots in Unity. First of all i use RBD to FBX rop to separate points. And it works well. For positions, but rotations are zero. For example, when i export to alembic, then from alembic to fbx in cinema, i have right positions and rotations. How could i delete alembic and cinema from my pipe?
  25. Hey, I have been trying to create groups from FBX subnet, which can be accessed after the crowd simulation done. So I can apply different base colors through Material Style sheet and I am also curious to know if I can export different groups of object to other 3D packages if I have to render it there. what I want to do is, I want to create primitive groups which can be accessed after unpacking the agent SOP. So I can access that data for further process. I somehow manage to make the groups based on the shaders applied to particular objects, but some of the shaders were not included in the groups, I would like to have a proper work around for this. Or is there any particular method to make groups during exporting the fbx from maya ? Thank you All.
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