live_fx Posted May 22, 2011 Share Posted May 22, 2011 Hi all. I have a old simple question. What is the best way for converting DOP animation to -> Keys. And using that on fractured object? Just simple scene: SOP-box, fractured with voronoi, imported in DOP, solved with gravity and ground plane -> how can i get keyframes from that DOP, and apply BACK to the SOP geometry? Why i do need that? Because i need fast retime i need adjust animation per-piece and all. Thanks for answers. p.s. and i have not any examples of how can i convert DOP animation of fractured geometry (that i can do with CHOP->DOPimport) - and how can i apply that keys back to SOP fractured geo. Quote Link to comment Share on other sites More sharing options...
live_fx Posted May 23, 2011 Author Share Posted May 23, 2011 Sometimes ago i have to write some custom script, for export DOP animation of fractured object -> to maya. There are 2 steps: 1. Export obj with groups, then set keys, from CHOPS exported file with channels. After that i have animated geometry in Maya. With keyframes. But now i need solve that task for houdini and IN Houdini only, without side packages. May be someone know already existing solution without programming? How i can work with Fractured Object Animation as with Keyframed animation ? This is the possible? Quote Link to comment Share on other sites More sharing options...
live_fx Posted May 24, 2011 Author Share Posted May 24, 2011 No one ?? Another side - why i can need that. 1. I get some RBD simulation of fractured object. 2. I do some retime, and custon animation correction. 3. Then i want get corrected simulation back to DOP's and create Water FLIP fluid with fractured geometry. What the best workflow for that ? Quote Link to comment Share on other sites More sharing options...
eiji Posted January 4, 2014 Share Posted January 4, 2014 (edited) I hope you read this post. I came across the exact same problem today, and somehow I found a solution. Basically, you read DOP animation with dynamics CHOP and manipulate animation, then export back to SOP. However, fractured objects are in a single object node. So, in order to apply transform to each fractured object, you have to use ForEach SOP to apply animation curves. If you have pieaces more than a thousand, it gets slow. There might be a better solution, but I coudn't find it. cheers DOP_to_CHOP_to_SOP.hipnc Edited January 4, 2014 by eiji Quote Link to comment Share on other sites More sharing options...
verbal007 Posted September 15, 2014 Share Posted September 15, 2014 (edited) eiji, This is exactly that I've been looking for. Even got the pivots working (gotta make sure and use the Export node, with the "path" values in the same order that they were initially saved in. Thank you!! Edited September 16, 2014 by verbal007 Quote Link to comment Share on other sites More sharing options...
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