Reference FBX Import Window
Overview
FBX (sometimes called “Filmbox”) is an interchange file format used to move 3D animation data between software packages.
This is a new feature in Houdini 9.1. To learn about more new features, see what’s new in Houdini 9.1.
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Choose File > Import > FBX (Early Access).
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Click the
chooser button next to the File field and choose the file you want to import. -
Click Import to replace the current scene, or Merge to merge the imported data into the current scene.
To properly export vertex caches from Maya™, the “Export Quick Select Set as Geometry Cache File(s)” option needs to be checked.
Exporting point animation from Maya
To export animated point data, you will need to create a vertex cache in Maya. A vertex cache is a set of files that defines positions for every vertex of the geometry at every frame over an animation interval.
To do this in Maya, select the object whose points you have animated, make sure the main menu type is set to “Animation”, and in the menu, go to “Geometry Cache->Create New Cache”. It is also highly recommended to ensure that the cache type is set to “Double” before create the cache. To do this, click on the options box next to the “Create New Cache” menu item, and make sure that the “Store points as” option is set to “Double”.
Once you have your geometry cache, you can export it to FBX. When doing so, make sure that the “Export Quick Select Set as Geometry Cache File(s)” exporter option is checked, otherwise Maya will ignore all vertex cache information.
Filter options
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Cameras |
Import cameras. |
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Joints and Skin |
Import joints, bones and skinning information. |
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Geometry |
Import geometry - meshes, triangulated NURBS, etc. |
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Lights |
Import lights. |
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Animation |
Import animation, including vertex cache files. |
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Materials |
Import materials and textures. |
Animation options
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Resampling |
This menu determines what animation curves are resampled, as well as the frequency of resampling. For example, if the curve is to be sampled at every frame, set the sampling frequency parameter to 1. If the curve is to sampled once every two frames, set this parameter to 2, and so on.
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Override FBX Frame Rate |
If checked, the frame rate stored in the FBX file will be ignored, and the one provided by the user will be used instead. This is useful if an application that exported the original file did not set the frame rate correctly. |
Material options
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Import Materials As |
This option determines how materials will be imported.
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Compatibility options
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Compatibility Mode |
Determines how values in FBX nodes are interpreted. Some exporters output information differntly from what the FBX standard dictates, and thus workarounds for these issues are often useful. This menu allows the user to choose which set of workarounds, if any, is to be used on import.
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Single-Precision Vertex Caches |
Forces the importer to treat all Maya™ vertex cache files as if they were exported with single-precision (float), instead of double precision. This is necessary since FBX SDK incorrectly imports any single-precision vertex cache files. |
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Triangulate NURBS and Patches |
Forces the importer to triangulate NURBS and patch surfaces. If unchecked, patches are converted to NURBS on import. Note that information such as skinning and vertex caches will not be preserved on these objects. |
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Import Global Ambient Light |
Allows importing the single global ambient scene light. This light exists in addition to any lights defined in the scene; however, some FBX exporters do not set it correctly, in which cases it may be useful not to import it. If objects with geometry caches look extremely distorted, try turning this option on. |
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Import Blend Deformers as Blend SOPs |
If checked, any objects with Blend deformers on them will be imported as Blend SOPs. Otherwise, blend deformations will be imported as channels. The main advantage of importing blending as SOPs is the resulting flexibility to adjust blend targets' geometry and blend weight values; however, there is a possibility that blending animation will not be exactly the same as that of the original file. |
General options
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File Paths |
Determines how file paths to textures and the original FBX file are set on import.
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Unlock Geometry File SOPs |
Leaves all imported File and Capture SOPs unlocked after import. This means that FBX geometry is referenced from the original FBX file on disk, and is not stored in Houdini HIP file. Note that for skinned objects, point weights will not be re-imported when the File SOP re-cooks, and are always stored as a copy in the Override SOP. |
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Unlock Deformation File CHOPs |
Leaves all imported File CHOPs, which are responsible for deformations such as blending and vertex caching, unlocked after import. This means that deformation data is referenced from the original FBX file on disk, and is not stored in Houdini HIP file. |
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Import Null Nodes as Subnets |
If checked, all grouping null nodes will be imported as subnets, and their children will be placed inside of each subnet. Note that nodes which represents joints in a skeleton will still be imported as nulls, regardless of this option’s value. |
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Import Directly Into /obj Network |
If checked, imports all geometry and objects from the current FBX file directly into /obj network, instead of creating a separate subnet per FBX file. |
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Convert to Y-up Coordinate System |
If checked, the entire FBX scene will be converted to the Y-up coordinate system. If unchecked, the scene will be imported as-is. |