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Found 32 results

  1. 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.
  2. 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?
  3. 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.
  4. 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.
  5. 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:
  6. 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
  7. 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
  8. 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/
  9. 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
  10. 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 ?
  11. 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 ?
  12. [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...
  13. 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?
  14. 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
  15. 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
  16. 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.
  17. 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
  18. 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
  19. 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?
  20. 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
  21. 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!
  22. 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)
  23. 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
  24. 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
  25. 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?
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