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Found 42 results

  1. 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
  2. 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?
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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
  8. 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?
  9. 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
  10. 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
  11. 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.
  12. 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?
  13. 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.
  14. Animated Impostors

    Hey All, I've been trying to work out a simple pipeline to generate a crowd from impostors for use in Unreal 4 using models from Fuse with animations from Mixamo. Creating characters in Fuse is extremely fast and simple, and the one-click option to send it to mixamo to rig it and load in animations opens up a lot of potential for easy crowd generation. However, with a lot of projects shifting towards VR / AR these days we need more and more efficient crowds. The impostor workflow offers a great solution for that, and the GameDev Impostor Camera Rig + GameDev Impostor Texture ROP really set it up to be really nice and easy to generate the output - but I'm running into some issues and could use some outside opinions. For reference, I'm following Mike Lyndon's documentation here: https://www.sidefx.com/tutorials/generating-impostor-textures/ So far, the following steps are working out pretty well - 1) Create Character in Fuse 2) Rig and Animate Fuse Character with Mixamo 3) Import FBX to Houdini 4) Extract FBX Geo to new Geo node 5) Create new Mat inside new Geo node, remap existing materials 6) Create GameDev Impostor Camera Rig at obj level 7) Create ROP Network, create GameDev Impostor Texture inside ROP network 8) Direct Camera Rig towards Impostor Texture, Direct Impostor Texture towards Camera Rig 9) Set Impostor Texture to 'Animation' mode and render out to $HIP/TEST/${OS}_${WEDGE}.$F4.png (or appropriate directory / filetype, this is for testing purposes) The problem I run into is at render time; the ROP is intended (afaik) to render out the frames of animation, rotate the camera, and then render out the frames of animation again from the new angle. It does exactly this, but overwrites the first frames of the animation each time the camera rotates. I thought the _${WEDGE} portion of the file naming would handle this but it doesn't seem to be appended to my filenames. Right now I'm getting "rop_impostor_texture1.0006.png" where 'rop_impostor_texture1' is the name of my impostor texture and '0006' is the frame. Any thoughts as to why this might be happening or possible solutions would be appreciated. Please let me know if any specific screenshots would help (ie. the ROP, Camera Rig, etc). UPDATE 001) **NOTE: This only applies to non-production build 1.20; the naming is set up properly in production build 1.12** Solved the naming / output issue, it turns out the GameDev_Impostor_Texture rop was looking for the wrong output picture parm. This is the field that needs to be re-directed for the output to work as expected: Also worth noting is that if you assemble the sprite sheet expecting the Unreal shader template to work, be sure to have the animation frames in the Y axis and and camera rotation in the X axis. The next major hurdle for me is to try to reduce the camera rotation range to 180 degrees, since I don't need the back views of my crowd characters, and to limit the animation frames... which I'm more concerned about at the moment. I need to retarget a 64 frame animation down to ~16 frames or less. The fewer I can get it down to, the potentially higher resolution I can let the individual sprites be. More updates to come.
  15. Hi Guys, When I'm importing and fbx into my scene, the model apears as a purple thing in my viewport. In render, some of its's groups render corectly, some are not. The model has uv and the material path is properly set. First question: why is this purple viewport "error"? Second question: what is going on with the textures? thanks for your help guys! Render: Viewport:
  16. Hey all ok I have a simple joint chain anim done in Maya.. 4 bones and a tube animating to bend the tube. I've imported it as fbx (merged into scene).. it all comes in as a subnet package with joints and skinned mesh. All looks good. So I've been testing the muscle sim and basically I'm connecting the muscle start and end points to joints in the subnet. Right now it seems to work fine.. joints animate.. muscles follow. However I now need to update the anim on the 4 joint system. This is easy enough Maya side.. animate.. export fbx.. job done. BUT.. now I want to replace the existing bones/skel animation data with the one from my new fbx. And I've no idea how to do that. Can anyone help here please? Id be a bit miffed if I need to keep reparenting all those muscle nodes each time an anim changes lol. Ta! Ant
  17. Can`t figure out why my UVs are broken after importing FBX to Houdini. Tried different format versions — no luck. Importing this file into Maya works fine. ROMA_004.fbx
  18. Hi Am I correct in assuming that NO FBX export options exist for Indie users? Is there any other way to export an animated mesh without having to purchase a full FX license? There is no mention of export limitations under the feature comparison chart for File Formats https://www.sidefx.com/filmtv/compare/
  19. 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
  20. 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 ?
  21. 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 ?
  22. [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...
  23. 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?
  24. 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
  25. 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
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