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Houdini Engine for Maya, Bake Simulation


bonjarry

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I have a particle system, with copied geometry within an OTL.  I am using it inside Houdini Engine for Maya.  Is there a way to bake the simulation to a deforming mesh to push it down the pipeline?

I tried using Keys->Bake Simulation and Duplicate Special, but neither of those get the global particle movement (the particles are frozen in space).

 

Any suggestions, on either the Houdini or Maya side would be helpful.

 

My main concerns are that files the reference the asset will still depend on the Houdini OTL and sim.  I want to avoid this.

 

Thank you!

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