icreateeffects Posted June 29, 2018 Share Posted June 29, 2018 (edited) Hey, I have been trying to create groups from FBX subnet, which can be accessed after the crowd simulation done. So I can apply different base colors through Material Style sheet and I am also curious to know if I can export different groups of object to other 3D packages if I have to render it there. what I want to do is, I want to create primitive groups which can be accessed after unpacking the agent SOP. So I can access that data for further process. I somehow manage to make the groups based on the shaders applied to particular objects, but some of the shaders were not included in the groups, I would like to have a proper work around for this. Or is there any particular method to make groups during exporting the fbx from maya ? Thank you All. Edited June 29, 2018 by icreateeffects Quote Link to comment Share on other sites More sharing options...
icreateeffects Posted June 30, 2018 Author Share Posted June 30, 2018 (edited) Hi guys, I managed to make the groups. All I had to do was, Go to the geometry hierarchy and select the particular object and create a group from viewport before the bone override SOP, in short, I needed to create groups before the skinning object. then I baked the agent and voila!!! it worked !! it was all okay to go after simulating and unpacking the agents. but I am looking for a way where I can make the alsurface work around in Maya to Houdini pipeline. any ideas !? Edited June 30, 2018 by icreateeffects Quote Link to comment Share on other sites More sharing options...
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