kev2 Posted August 21, 2014 Share Posted August 21, 2014 I get a "~obj name~ not writeable" when I try to export any geometry from Houdini Indie (13.498) as an fbx, including when the file was imported as an fbx and when created entirely within Houdini. Also, I thought .obj exporting was supported in HI but there's no export option, just fbx and abc. I"m wondering if this is a limitation of Indie, a bug, etc. Thanks, Kevin Quote Link to comment Share on other sites More sharing options...
Guest tar Posted August 21, 2014 Share Posted August 21, 2014 without testing I thought you could even export .obj from Apprentice with RMB in Sops, save geometry. Quote Link to comment Share on other sites More sharing options...
kev2 Posted August 21, 2014 Author Share Posted August 21, 2014 Wow, thanks Marty. SideFX you might want to consider adding that one to the help documents. Cheers, Kevin Quote Link to comment Share on other sites More sharing options...
danw Posted August 22, 2014 Share Posted August 22, 2014 I was under the impression you could just use a .obj extention in a regular Geometry ROP output, and it would save as a valid obj file... I may very well be wrong though. But yeah, there shouldn't be any specific issue with FBX under Indie as far as I'm aware... I understand it's a fairly integral interchange format for game engines, so it would seem fairly vital that Indie supported it. I do recall that the last time I resorted to using it though, it proved to be a source of some frustration. Since Alembic hit the scene, I've never gone near FBX again. Quote Link to comment Share on other sites More sharing options...
kev2 Posted August 22, 2014 Author Share Posted August 22, 2014 Alembic is great but we have a couple programs that haven't integrated it yet. Soon though. Quote Link to comment Share on other sites More sharing options...
Adam T Posted August 24, 2014 Share Posted August 24, 2014 (edited) .obj can indeed be output from Apprentice. You can export through a ROP or right-clicking on a node. FBX exports only support object level (so /obj subnets). There's a few FBX caveats worth knowing for new users: - Geometry-level animation won't be exported. Only object-level animation (transforms) will carry through. There may be an exception with deforming (point cloud/vertex cache) type exports but I've not had any need to try these so I'd refer to the FBX card if you have animation that changes vert counts or deforms. - UVs are exported in reverse order. So if you're using a game engine such as Unity, you'll want to check Swap UVs on the import inspector in Unity. - Groups are exported as child meshes. If you model a bed and have mattress and frame groups, these will show up as seperate objects in the FBX (and Unity). Sounds like a limitation but it can be very useful. If you don't want this, then stick a Clean SOP at the end of the network. Edited August 24, 2014 by Adam T Quote Link to comment Share on other sites More sharing options...
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