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Export FBX Maya to Houdini for Crowd - Agent Clip SOP


WLVL

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I am exporting a rest and a animated FBX from Maya.

In Houdini I am creating an Agent SOP loading the FBX at rest, then Agent Clip loading the animation FBX directly from disk. (shelf tool for Agent)

The animated FBX does not read properly, the geometry is collapsed onto itself.

 

Could you please share the best practice for exporting FBX from Maya in this scenario please?

Any settings that I should be particularly careful of on export?

Any specific requirments for rig hierarchy and constraints/bones?
 

 

 

 

 

 

 

 

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