Samuel Blain Posted January 7, 2010 Share Posted January 7, 2010 Hey everyone, I'm in the process of making a small dice thowing animation. basically i want for the final animation to be a slow motion dice throw. where im having problems is the slowing down of the animation to be approximatly 10x slower. the final thing will be exported to Maya via a FBX file. so far i've tried slowing it down by increasing the frame rate to 240fps, however this made houdini encounter an error when exporting the FBX file saying it had to be at the dafault 24fps. the next approach i tried involved lowering all forces such as velocity and gravity to slow the animation, however this resulting in far too much rolling once the dice hit the board. any help much appreciated as ever sam dice1.hip Quote Link to comment Share on other sites More sharing options...
pclaes Posted January 7, 2010 Share Posted January 7, 2010 the curve/ramp on the vopsop will control the remapping of the timing. I did not have your geometry so just used some boxes. dice2.hip Quote Link to comment Share on other sites More sharing options...
Samuel Blain Posted January 8, 2010 Author Share Posted January 8, 2010 thanks plcaes, that worked a treat i've posted the HIP file below. However, once again i've encountered a new problem, I've Imported the FBX file into maya and the geometry wierdly does not have any UVs :S sorry im a bit of a n00b to all this, any idea how i can get them back thanks, sam dice2.hip Quote Link to comment Share on other sites More sharing options...
Samuel Blain Posted January 8, 2010 Author Share Posted January 8, 2010 (edited) ^ sorry it wont let me upload the FBX file :S hope the HIP will do Edited January 8, 2010 by Samuel Blain Quote Link to comment Share on other sites More sharing options...
pclaes Posted January 8, 2010 Share Posted January 8, 2010 can't help you with the fbx side of things as I don't know much about it... But I seem to remember Maya has the ability to copy the uv's from one object to another. I can't remember the name by heart. You can probably copy the uv's from a hidden copy of your original geometry to the cached geometry and then rebaking it. Not a very good solution, but if it helps you for your shot... Quote Link to comment Share on other sites More sharing options...
mangi Posted January 9, 2010 Share Posted January 9, 2010 Hi there, From your last expercise you made that you also had mention that you wanted to do this, here could be a method that you could use. First of all, in you hip file you have uploaded there is a OBJ that is used and It;s on /Users/samuelblain/Desktop/Redux/Maya/Redux/data/dice.obj And I could not work on this file , but for the purpose it is the same. The sidefx http://www.sidefx.com/index.php?option=com_content&task=view&id=1052&Itemid=132 Introduction to CHOPs Like I said this is just on method, It may be a bit dence: This is for retiming it's kins of confusing, in that I am not to sure if you are incountering And Issue with the FBX. I don't have maya to test this but I have used XSI to do the same kind of things. I guess I just want to get the sim into a renderfarm to get a fast GI on the file just to see it. In the snap shoy you can see a dynamic node inside the chops network, well I guess there is mant ways to get the data from on network to another, and then this back into the othere apps. If this is something really short and you just need the render there are many simple ways , baking the geometry frame by frame but in the chops you can do some really nice animation. Here is the hipnc, also maybe some people have gone through this ,I dont use maya , so I can't do the FBX , sorry For me this has not been a really stable method , I did try the FBX method over a year ago . so I can give a good opinion. Anyway let me know if you just wan to get this going fast , becuase maybe this is your objective , and not really learn a bunh of methodes. anyway get your obj uploaded mangi chop_retime.hipnc Quote Link to comment Share on other sites More sharing options...
dbukovec Posted January 10, 2010 Share Posted January 10, 2010 hi! FBX can take multiple UV sets, just make sure that You assign some shader with any texture in maya. Quote Link to comment Share on other sites More sharing options...
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