cowboy71 Posted November 21, 2015 Share Posted November 21, 2015 Hello, I have a model of a house which is made of many pieces for destruction. I originally brought in an OBJ of the house just for testing and everything worked great. I'm now bringing in the FBX with textures into the simulation. Everthing imports correctly as expected. However, I have the FBX node now which inside has many parts as geo nodes. My question is how to make this file into one bgeo, that I can object merge into the simulation, or perhaps I'm going about it wrong, but I'm just trying to replace the obj with the fbx. Thanks Quote Link to comment Share on other sites More sharing options...
Atom Posted November 22, 2015 Share Posted November 22, 2015 (edited) Have you tried adding a Merge at the bottom of the FBX subnet? Connect all object parts to the Merge. After the Merge add a NULL and name it something like FBX_OUT. Then you can use an ObjectMerge and point the SOP path to the NULL in the FBX subnet. Edited November 22, 2015 by Atom Quote Link to comment Share on other sites More sharing options...
cowboy71 Posted November 22, 2015 Author Share Posted November 22, 2015 That's the thing, I can't connect them all together. When I dive into the main FBX all the pieces are still on obj level, so I can't lay down a merge and null. Unless I'm not understanding you. Quote Link to comment Share on other sites More sharing options...
mestela Posted November 22, 2015 Share Posted November 22, 2015 A hacky way I've done it before is to use an object merge sop with as many wildcards as you have parenting levels. Ie, the merge path looks like /obj/myfbx/*/*/*/* Quote Link to comment Share on other sites More sharing options...
cowboy71 Posted November 22, 2015 Author Share Posted November 22, 2015 Man, sooo close. I noticed that inside the main FBX all the file nodes have a transform number so when I bring the objects into the object merge they are all in the center of the world. I feel like python would be a fix, but i know very little about it. Is there another way to tackle this? Thanks for your help Quote Link to comment Share on other sites More sharing options...
mestela Posted November 22, 2015 Share Posted November 22, 2015 Ah yes, forgot to mention you'll need to play with the transform options of the object merge sop, I think you need to set transform to 'into this object' to make the fbx pieces stay where they should. Quote Link to comment Share on other sites More sharing options...
cowboy71 Posted November 22, 2015 Author Share Posted November 22, 2015 Oh nevermind, I think I figured it out. haha, I was just posting that. Thank you again. Quote Link to comment Share on other sites More sharing options...
cowboy71 Posted November 23, 2015 Author Share Posted November 23, 2015 Ok, so just doing a test sim on this object merge, I noticed it doesn't affect the textured FBX which is what I wanted. I have used transform pieces before, but not in this kinda situation. Seems like it should be affecting the FBX individual pieces. I notice all the primitives are in the object merge. Quote Link to comment Share on other sites More sharing options...
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