moam1986 Posted September 25, 2015 Share Posted September 25, 2015 hi mates i have simple question please.. i have rigged character in 3ds max with different animations applied to it ready for crowd purpose in houdini.. the problem i'm facing now is when i import this FBX in houdini the animation keys automatically stored in each bone transformation channels.. and i wanna to store it in chop so i can manage it and to be ready for the crowd simulation.. if any one know how to import this animation automatically to chop that will be really helpful thanks in advance Quote Link to comment Share on other sites More sharing options...
edward Posted September 26, 2015 Share Posted September 26, 2015 I'd use a Fetch CHOP: - Set Node to the subnet containing the fbx rig - Set Channels to a newline separated list of the nodes you want. Hit Alt+E inside the parameter to bring up the multiline editor for it. eg. Hips/*RHipJoint_To_RightUpLeg/*RightUpLeg_To_RightLeg/*RightLeg_To_RightFoot/*RightFoot_To_RightToeBase/*RightToeBase_To_RightToeBaseEnd/*LHipJoint_To_LeftUpLeg/*LeftUpLeg_To_LeftLeg/*LeftLeg_To_LeftFoot/*LeftFoot_To_LeftToeBase/*LeftToeBase_To_LeftToeBaseEnd/*LowerBack_To_Spine/*Spine_To_Spine1/*Neck_To_Neck1/*Neck1_To_Head/*Head_To_HeadEnd/*RightShoulder_To_RightArm/*RightArm_To_RightForeArm/*RightForeArm_To_RightHand/*RightFingerBase_To_RightHandIndex1/*LeftShoulder_To_LeftArm/*LeftArm_To_LeftForeArm/*LeftForeArm_To_LeftHand/*LeftFingerBase_To_LeftHandIndex1/*- Set Fetch = OP Control Channels - Set Select = Create Channels - Set Channel Names = OP and Channel Names Quote Link to comment Share on other sites More sharing options...
moam1986 Posted September 26, 2015 Author Share Posted September 26, 2015 thanks alot edward.. its worked perfectly Quote Link to comment Share on other sites More sharing options...
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