jakeLiang Posted April 28, 2008 Share Posted April 28, 2008 hey dude, anyone knows how to import OBJ sequences (animated) into Maya,while i just finished a crashing building from Houdini. i did import OBJ sequences correctly, but the speed is killing me.~ is there any good way to transfer the animated sequences from Houdini to Maya?? thanks for helping~ Jake Quote Link to comment Share on other sites More sharing options...
MENOZ Posted April 28, 2008 Share Posted April 28, 2008 hey dude,anyone knows how to import OBJ sequences (animated) into Maya,while i just finished a crashing building from Houdini. i did import OBJ sequences correctly, but the speed is killing me.~ is there any good way to transfer the animated sequences from Houdini to Maya?? thanks for helping~ Jake hello. i found this http://www.subsites.org/241.0.html some time ago, it works, but it still has some bugs. Quote Link to comment Share on other sites More sharing options...
Ezz Posted April 28, 2008 Share Posted April 28, 2008 Hi. Maybe tranfering your geometry through the RealFlow file format could do the trick ?? E Quote Link to comment Share on other sites More sharing options...
jakeLiang Posted April 28, 2008 Author Share Posted April 28, 2008 thx menoz, i am using the same way as you suggested, however, the speed is too slow, it load every obj sequences as frames. too slow. i did tried imported OBJ and change to FBX, but then the FBX is without animation data. how can i change it to FBX so the speed will be faster?? thx Jake Quote Link to comment Share on other sites More sharing options...
CeeGee Posted April 28, 2008 Share Posted April 28, 2008 You can try with pointcache.... A manage to export Houdini houce break to Max and render with Vray, with pointcache metod export animation to obj seq, converte to pc2 with objtoPc2 pyhton script, on highend you have pointcache import/expot for maya. kuca_colapse_03.mov Quote Link to comment Share on other sites More sharing options...
MENOZ Posted April 29, 2008 Share Posted April 29, 2008 i think that point cache can be used only on the topologically same surface. i mean, you can't import a surface that changes over time, such as metaballs. it's correct? yes, i know, it's really slow, you can use the cache flag to cache your geometry sequence, but i think it's memory consuming.. i was thinking just to the realflow file format! it could be perfect. but i never used realflow on houdini, i don't know how to do. is there some kind of plugin to export in the realflow format from houdini? Quote Link to comment Share on other sites More sharing options...
lynbo Posted May 1, 2008 Share Posted May 1, 2008 hey dude,anyone knows how to import OBJ sequences (animated) into Maya,while i just finished a crashing building from Houdini. i did import OBJ sequences correctly, but the speed is killing me.~ is there any good way to transfer the animated sequences from Houdini to Maya?? thanks for helping~ Jake You can write out your obj seq from Houdini and then use blend shapes in Maya. This keep the workflow pretty clean and you don't have to mess about with 3rd party stuff and vague FBX versions. The other methods definitely work and point caching is really great but I just thought I would throw out an alternative. HTH Edit almost forgot be sure to check the order of your sequence it can under some conditions get a bit scrambled. edit -Lyn- Quote Link to comment Share on other sites More sharing options...
MENOZ Posted July 25, 2008 Share Posted July 25, 2008 with the blend shape method you must have the same topology along frames. Quote Link to comment Share on other sites More sharing options...
old school Posted July 26, 2008 Share Posted July 26, 2008 FBX export out of Houdini 9.5 Master or Escape with the correct options in the exporter will support varying topology and will come in to Maya using point caching. Are you using Apprentice or Apprentice HD? If so then yes you will have to find another way to get your data in to Maya. Quote Link to comment Share on other sites More sharing options...
Overload Posted March 17, 2009 Share Posted March 17, 2009 Which options would those be? Were running into the same issue, meshing and effects in Houdini, but our rendering pipeline is all Maya. Also, were on full Master. Thanks! Quote Link to comment Share on other sites More sharing options...
Nerox Posted March 18, 2009 Share Posted March 18, 2009 Well I've dealded with this issue ether, what I figured out is that Houdini is able to export animated / changing topology to Maya based on point cache but due to some magic issues the UV's are lost in the procces. You can check the tread I've started a wille ago Here.. One can find the tread which answered my quistions Here At the end we've created a very simpel script which imports a obj secuence in Maya, and sets the visibility on or off based on the frame nummer. Cheers. Quote Link to comment Share on other sites More sharing options...
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