APG Posted December 20, 2016 Share Posted December 20, 2016 hi,secondary broken geometry through the abc to maya no uv. Many days can not find the reason. please help me. The first broken,normal. The second break.not uv. Fbx will appear triangles. The obj sequence has no path information. Abc is not very stable. What should i do? Quote Link to comment Share on other sites More sharing options...
catchyid Posted December 20, 2016 Share Posted December 20, 2016 Hi, this is not an answer, just an idea maybe you should try another app to open alembic cache and see what you get, I checked blender latest version and they support alembic/fbx/obj, so maybe try in blender and check the results... Good luck Quote Link to comment Share on other sites More sharing options...
jamnique Posted December 27, 2016 Share Posted December 27, 2016 (edited) Hi, I've run into the same problem. There are a couple of ways you can approach this. Not very good ways, but since noone smarter has replied yet, here it goes. Try using Clean with these settings before export: ROP Alembic settings: Partition by name (Use shape component of Path Attribute Value) Face sets: No Face Sets (or UVs will get broken) If this doesn't help, and you have 3ds Max 2017, it should work there out of the box. Then you can export an Alembic from Max to Maya. Alternatively, if you have Vray for Maya, in some tutorial someone suggested importing Alembics to Maya through Create -> Vray -> Import Proxy. Then in Vray Mesh settings switch from Preview to Maya Mesh, change playback to Once ond set playback speed if needed. If everything else fails, this is the most labourious method, but it kinda works. You can export an OBJ / FBX with UVs from one frame and transfer them in Maya to your animated mesh. You can import normals directly if you promote them to Point (from Vertex) in Houdini. Edited December 27, 2016 by jamnique 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted December 27, 2016 Share Posted December 27, 2016 You can fetch the unpacked geometry from the DOP network which still contains the UVs and material information. ap_fracture_with_inside_material.hiplc Quote Link to comment Share on other sites More sharing options...
APG Posted January 10, 2017 Author Share Posted January 10, 2017 On 2016/12/27 at 9:55 PM, Atom said: You can fetch the unpacked geometry from the DOP network which still contains the UVs and material information. ap_fracture_with_inside_material.hiplc Thanks for the answer I finally adopted the arnold ass agent program. Just be able to render just fine Quote Link to comment Share on other sites More sharing options...
APG Posted January 10, 2017 Author Share Posted January 10, 2017 On 2016/12/27 at 8:01 PM, jamnique said: Hi, I've run into the same problem. There are a couple of ways you can approach this. Not very good ways, but since noone smarter has replied yet, here it goes. Try using Clean with these settings before export: ROP Alembic settings: Partition by name (Use shape component of Path Attribute Value) Face sets: No Face Sets (or UVs will get broken) If this doesn't help, and you have 3ds Max 2017, it should work there out of the box. Then you can export an Alembic from Max to Maya. Alternatively, if you have Vray for Maya, in some tutorial someone suggested importing Alembics to Maya through Create -> Vray -> Import Proxy. Then in Vray Mesh settings switch from Preview to Maya Mesh, change playback to Once ond set playback speed if needed. If everything else fails, this is the most labourious method, but it kinda works. You can export an OBJ / FBX with UVs from one frame and transfer them in Maya to your animated mesh. You can import normals directly if you promote them to Point (from Vertex) in Houdini. thank you. Quote Link to comment Share on other sites More sharing options...
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