Ra_Cailum Posted September 23, 2021 Share Posted September 23, 2021 Hello guys. I'm new to Houdini. Could anyone give me some idea to solve the following problem. Given an FBX file, which includes a simple deformed mesh, I want to instantiate multiple (>100) such meshes on different position. Each of these meshes is deformed by its own skeleton. Finally, I want to export them into a new single FBX file. The following is my solution, which doesn't work currently. 1. Using the fbxcharacterimport node, the rest mesh, capture pose, and animated pose are extracted first. 2. Using 3 copytopoints nodes, multiple meshes, capture posese, and animated posese are instantiated, respectively. And an instance id attribute is assigned to points in the mesh as well. 3. Using the captureattribunpack node and attribwrangle node, the boneCapture_index of each point in the mesh is updated, according to its instance id. 4. Finally, I use the bonedeform node to test if these instantiated meshes can be deformed by their instantiated skeletons, respectively. But it doesn't work. Quote Link to comment Share on other sites More sharing options...
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