Dave M Posted April 24, 2011 Share Posted April 24, 2011 Does anyone know how to export geo and particle animation from Houdini to Modo? I have unsuccessfully tried .fbx, .obj, MDD, and can't seem to get anything working properly. Dave Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted April 24, 2011 Share Posted April 24, 2011 When you say you couldn't export OBJ to Modo can you explain what happens, because I don't understand why that format wouldn't work? Quote Link to comment Share on other sites More sharing options...
Dave M Posted April 24, 2011 Author Share Posted April 24, 2011 When I exported an .fbx, the first frame came in (was particles, came in with every four particles as polys), without animation. In the case of .objs, File folders are imported into Modo with the per frame name, but they are empty folders, nothing in them. I successfully import .objs into Modo all the time, completely routine, so I also was surprised. I expected I might have to write my own Modo Macro to key frame the .obj sequence, and I am pretty sure I can handle that part. But not if the files are empty. I also tested by exporting .objs from Houdini, and reading them back into Houdini, and that worked just fine. So the .objs seem to be exporting with information, but for some reason aren't readable in Modo, I think. Dave Quote Link to comment Share on other sites More sharing options...
Netvudu Posted April 24, 2011 Share Posted April 24, 2011 well, I don´t use Modo, but if you´re exporting particles, that rules out .mdd and fbx, as you have a changing number of points per frame, which AFAIK is a feature not supported by those formats. An obj sequence should work though... Quote Link to comment Share on other sites More sharing options...
Dave M Posted April 24, 2011 Author Share Posted April 24, 2011 In my case I have arranged it so all particles are birthed frame 1, and none "die", so I should be able to use an MDD, or .fbx, but can't get them working. I would be happy with ANY working method of exporting Houdini to Modo. You can learn about Modo by going here: http://www.luxology.com You can get a free 30 day trial of Modo I think, here: http://www.luxology.com/trymodo If you are new to Modo, I recommend their training videos: http://www.luxology.com/tv/training If you download, and are working on the file transfer from Houdini thingy, feel free to contact me directly, and I can help you navigate the interface. I have requested help on this issue through their forum, and through my teacher at AAU I have requested help from Houdini (they won't allow me to post since I only own the student version). But so far no one has an answer. Since I can otherwise import objs into Modo, say as exported from Maya, I am not sure why it won't work from Houdini. Dave Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted April 24, 2011 Share Posted April 24, 2011 You can learn about Modo by going here: http://www.luxology.com You can get a free 30 day trial of Modo I think, here: http://www.luxology.com/trymodo If you are new to Modo, I recommend their training videos: http://www.luxology.com/tv/training If you download, and are working on the file transfer from Houdini thingy, feel free to contact me directly, and I can help you navigate the interface. I have requested help on this issue through their forum, and through my teacher at AAU I have requested help from Houdini (they won't allow me to post since I only own the student version). But so far no one has an answer. Since I can otherwise import objs into Modo, say as exported from Maya, I am not sure why it won't work from Houdini. Dave WOW Dave, where did you saw in Netvudu post, that he didn't know modo,or he wants to learn it, or he wants to work on "file transfer from Houdini thingy", whatever....? He just say:"I don´t use Modo" Funny. And btw, not sure about transfer particles to modo in obj,since obj is primarily geometry container. Geometry animation should able to export with .mdd, but particles, i think not. Quote Link to comment Share on other sites More sharing options...
Dave M Posted April 24, 2011 Author Share Posted April 24, 2011 I view any reply as helpful...so if someone doesn't know or use Modo, but cares enough to help solve the problem, and wants to learn Modo, I will help them solve my problem. Even if the "particles" are transferred into Modo as geometry, I can use a Modo replicator node (not near as sophisticated as a Houdini copystamp, but certainly workable)to put anything I want on those points. That could be a sprite, or any other image or object or locator. So, even if my particles only can be imported as geometry (which is what is happening with the .fbx in frame 1; what I would hope to happen with .obj; deformation of that with an MDD), but I am able to also import the "geometry's" animation, that would solve my problem. Thanks, Dave Quote Link to comment Share on other sites More sharing options...
Netvudu Posted April 25, 2011 Share Posted April 25, 2011 (edited) Hahah. It´s alright. We, Houdini users, are a bit sensitive about sales-pitching Actually, I have tried Modo in the past. I think it has very nice modelling tools and a cute render engine, but I already have those things in my other 3D package (ol´ Lightwave) and no matter how Luxology wants to put it, their material tree is nothing but a big big mistake. But I don´t want to derail your thread. Although it´s not a very elegant solution, if you can import Realflow particles into Modo somehow, you could use Realfow exporter as another dirty option. Some people around are using this trick to move particles between apps and it´s working nicely for the most part. When you tried exporting particles as .obj sequences from Maya to Modo, it did work? Edited April 25, 2011 by Netvudu Quote Link to comment Share on other sites More sharing options...
theflu Posted April 25, 2011 Share Posted April 25, 2011 (edited) modo sadly cannot load obj sequences, theres been a script for an older version, which is no longer supported. mdd should work fine (as long as your point count doesnt change). ( i agree on their material tree netvudu, it suuuuuuucks ) Edited April 25, 2011 by theflu Quote Link to comment Share on other sites More sharing options...
Dave M Posted April 25, 2011 Author Share Posted April 25, 2011 I am not trying to sell you anything, but trying to learn Houdini. Frankly I don't feel like I have very much control yet, but I do see the infinite possibilities. Very powerful. It is very nice that Houdini offers a student license, but I am frustrated at not being able to post there. I am glad there is od[force]. I am hoping to be able to use Houdini's procedural modeling and dynamics power in an app where I feel in control of the surfacing, which is what I really like to do. My goal was dino skin in Houdini, where the scales interact with each other and the skin beneath dynamically, something that I can imagine making happen in Houdini, but not in Modo. Once I get the model going, I know I can make a very nice surface, as I am familiar with the Modo painting and sculpting tools, and the renderer, and like them, even if they are dumbed down compared to what Houdini can do. It did take me a while to get used to them, and my suggestion to Modo was to either work with or make something like Mental Mill for their shader tree. I like nodes. While they don't support it fully yet, you can now view your shaders in a node-based format, so eventually I think that is coming. Likewise, once I learn it I will probably like Houdini's node-based shader system. But I am finding the learning curve steep. I wish I could find very simple 1-3 minute video tutes on every single node, kind of like Modo did with 401 (501 not fully up and running yet), which allowed me to learn in a way that works for me. I find the Houdini docs denser than I am ready for. Thanks for the suggestions. I don't know Realflow, but I know someone who does, I have access to that program at AAU I think, and will try that workaround, perhaps later today. As I said before, I can make Modo read an .obj sequence on my own, but I will need to be able to get .obj's into it. I am still mystified why .objs from Houdini aren't readable in Modo. From Maya I can export .objs and .fbx, and in the case of the .fbx, with animation. Also, Point Oven works great for transferring MDDs from Maya to Modo. These tests show that the .obj, .fbx and MDD are all working in Modo, which makes me think there is something different about Houdini's files. I thought these file formats were standardized, so it surprises me when they don't work, and makes me think something is not standard. Or maybe Modo just isn't up to reading the animation part of the format. If somebody has successfully been able to make any of these file transfers work from directly from Houdini to Modo with animation, could you post the steps you used to make it happen? Thanks, Dave Quote Link to comment Share on other sites More sharing options...
kursad Posted April 26, 2011 Share Posted April 26, 2011 (edited) I have used Modo and Houdini together many times, and never had any issues regarding .objs, .mdds and point clouds. I generaly use with Mdds and replicators in Modo. In fact Houdini has the best work flow for exporting and importing stuff I have ever encountered(I know and use Messiah, Blender, Maya etc) So if you feel like it is not working for you, you probably are doing something wrong along the way Btw fbx in Modo is more like unnourished, you should use Collada and make sure you have the latest importer version for Modo. I generally use .obj because it is the barebones and simplest format out there that I also can debug. Edited April 26, 2011 by kursad Quote Link to comment Share on other sites More sharing options...
kursad Posted April 26, 2011 Share Posted April 26, 2011 WOW Dave, where did you saw in Netvudu post, that he didn't know modo,or he wants to learn it, or he wants to work on "file transfer from Houdini thingy", whatever....? He just say:"I don´t use Modo" Funny. And btw, not sure about transfer particles to modo in obj,since obj is primarily geometry container. Geometry animation should able to export with .mdd, but particles, i think not. Obj can contain vertex only information. I did use pointclouds(single frame) in Modo via Houdini exporter. Quote Link to comment Share on other sites More sharing options...
Dave M Posted April 26, 2011 Author Share Posted April 26, 2011 My teacher at AAU checked with Houdini, and they suggested using a copy node to copy a piece of simple geo to the particles (like a Houdini 1x1 grid), then export that as an .obj using a ROP node. That worked. Part of my problem was the naming of the output I think, which should have been something like name.$F.obj. Once in Modo, import the geo, then in the Model tab use Polygon>Reduce>Collapse, which takes each polygon and collapses it to a point, and you end up with your particles. Now I just have to work the Modo side of the problem, and figure out how to automate the animation (i.e. per frame visibility) or get Modo to recognize a frame sequence. Before I do that, I am going to re-try the .fbx export, but this time using the copy plane trick, which, if it works, will save me some time making a macro/script. But you definitely can export particles from Houdini into Modo. Thank you od[force] for your help, Dave Quote Link to comment Share on other sites More sharing options...
oldiesgoodies Posted April 26, 2011 Share Posted April 26, 2011 (edited) My teacher at AAU checked with Houdini, and they suggested using a copy node to copy a piece of simple geo to the particles (like a Houdini 1x1 grid), then export that as an .obj using a ROP node. That worked. Part of my problem was the naming of the output I think, which should have been something like name.$F.obj. Once in Modo, import the geo, then in the Model tab use Polygon>Reduce>Collapse, which takes each polygon and collapses it to a point, and you end up with your particles. Now I just have to work the Modo side of the problem, and figure out how to automate the animation (i.e. per frame visibility) or get Modo to recognize a frame sequence. Before I do that, I am going to re-try the .fbx export, but this time using the copy plane trick, which, if it works, will save me some time making a macro/script. But you definitely can export particles from Houdini into Modo. Thank you od[force] for your help, Dave Modo cannot import obj sequence.There are couple nasty work arounds that is ok for small sequences. In any case you wont be able to render motion blur with those techniques. Also why are you collapsing polygons to points if you are going to use them with replicators? I generally export polygons from Houdini to get the rotation alignments for the replicators, if you collapse to points you wont be able to retain rotation information of your particles. I also use points as well with .objs, but using triagles or quads will give you better control with replicators. Edited April 26, 2011 by oldiesgoodies Quote Link to comment Share on other sites More sharing options...
pelos Posted April 26, 2011 Share Posted April 26, 2011 everything depend on what do you want to do, for geometry that doesn't change the Point count you can use regular MDDs and they will work. there is a plugging call OBJ sequencer for modo. http://forums.luxology.com/discussion/topic.aspx?id=27345 Modo at this time doesn't support Particles. and if there something you NEED, export a sequence of particles with a small sphere copy to it, and then export an OBJ sequence, unfortunately since the points change you wont be able to get motion blur correctly. why don't you render it on Mantra? as part of your learning curve? you will surprise how fast mantra can render motion Blur and particles. Quote Link to comment Share on other sites More sharing options...
Dave M Posted April 26, 2011 Author Share Posted April 26, 2011 Not sure why this didn't post the first time, so I am trying again. Houdini responded to a query through my teacher, and suggested copying a poly, like a 1x1 grid, to the particles in Houdini, then exporting through a ROP node, as an .obj with a name something like name.$F.obj. That writes out the .obj sequence. Once you export that into Modo, you can reduce that back to vertices by using Model>Polygon>Reduce>Converge, which reduces each polygon you exported back to a point. That way you have written out points (polys copied to points) from Houdini and end up with points (polys converged to points) within Modo. We tested this and it works great. You have to key frame each .obj as visible in only the appropriate frame, which is probably best for a script or Modo macro. Put all of those within a group, and then use the group as a source say for a Modo Replicator. Not quite as powerful as a Houdini copy or copystamp, but it works. Dave Quote Link to comment Share on other sites More sharing options...
Dave M Posted April 26, 2011 Author Share Posted April 26, 2011 RE: the sequencer, I gather from other posts on the Luxology.com site that it isn't working the same with Modo 501 yet. Yes, I am working on the Mantra rendering, but it seems to be a steep learning curve. I think I was stymied for quite a while because of permissions issues with my student version of Houdini, and I am still recovering from that lost time. Thanks for the suggestions and help. Dave Quote Link to comment Share on other sites More sharing options...
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