blackchicken Posted July 4, 2014 Share Posted July 4, 2014 Hello I have a question about extracting transformations form sops. In Maya is workflow that I copy object somewhere down in rigg, move it up. So position is still on the same place like original rigged geo. Then I create parent constrain, bake sim, delete constrain, and object has all world transformation baked. In houdini a must use origin() expression or point() per object. Is there some other workflow how precisely export world transformation? For example if I use fetch, parrent and position say 10 objects, all fits perfectly in animation and how I can bake world transformations and delete fetch object? FBX dont export correctly fetched objects. Thanks a lot. Quote Link to comment Share on other sites More sharing options...
Skybar Posted July 4, 2014 Share Posted July 4, 2014 How are you writing it out? On the ROP Output Driver SOP for example, you have a "Transform" parameter, which you can set to "Into World Space". Quote Link to comment Share on other sites More sharing options...
anim Posted July 5, 2014 Share Posted July 5, 2014 you can use CHOPs Object CHOP to get parent's full transform (or Fetch CHOP to fetch any channels you want to serve as your transform) then export it to your objects with export flag rightclick on the exporting CHOP -> Edit Data Channels... -> Click on Fit Panel Icon adjust parms if needed then -> Copy To Export Destination to bake the keyframes unexport 2 Quote Link to comment Share on other sites More sharing options...
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