vi_rus Posted July 8, 2011 Share Posted July 8, 2011 Hi guys! I'm working at export script from 3dsmax to houdini. Now I'm making part that will be export animation channels. I want transfer source animation with bezier interpolation(and not baking every frame) I've already done value, time and slope export. But I don't understand how transfer accel parm. When slope==0 all is simple. Length of bezier tangent(accel) is equal self value*fps. But when slope!=0 I've got a strange dependence from time and value. When slope->∞ again all clear - accel dependence from parm value. In other words accel parm is depending from slope. In 3dsmax these 2 parms aren't depending from each other. I hope my trouble is clear) Thanks for the help) Quote Link to comment Share on other sites More sharing options...
edward Posted July 12, 2011 Share Posted July 12, 2011 I think the Channel Editor might be modifying those bezier() keys as you manipulate them, falsely giving you the impression that they're dependent when they're not. For some insight into how they work see KeysToHoudini. Quote Link to comment Share on other sites More sharing options...
vi_rus Posted July 13, 2011 Author Share Posted July 13, 2011 Thanks for the link. But houdini and maya have the same properties for keys in contrast from 3dsmax. I find discussing same problem in forum. http://www.gamedev.net/topic/481957-3ds-max-bezier-interpolation/# I think it helps me. Quote Link to comment Share on other sites More sharing options...
edward Posted July 14, 2011 Share Posted July 14, 2011 If your gamedev link, I don't see anything different in 3DS Max than from Maya? The only weird part I noticed offhand was that they seem to define their times values in terms of ratios of the sequence length. Quote Link to comment Share on other sites More sharing options...
vi_rus Posted July 14, 2011 Author Share Posted July 14, 2011 In 3dsmax bezier's accel is just projection to timeline. But in houdini and maya accel depends and from values. Anyway thanks for the help) I think I can solve this issue some later, when I find time. Work, work...) Quote Link to comment Share on other sites More sharing options...
edward Posted July 15, 2011 Share Posted July 15, 2011 Ah, I missed that fact. They're using acceleration ratios (ie. the slope length is defined as a percentage of the segment length). Houdini's graph editor does that internally as well but converts them to absolute values for input/output for legacy reasons. I've now augmented the KeysToHoudini page on how to handle acceleration ratios. Quote Link to comment Share on other sites More sharing options...
vi_rus Posted July 25, 2011 Author Share Posted July 25, 2011 I've finally done it! It was really quite simple and I'm little bit shamed that didn't understand it myself) Thanks edward for the tips! I'll show my script soon) Quote Link to comment Share on other sites More sharing options...
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