Exporting complex rig as FBX from Maya to Houdini

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Hi there, There is any way to get or rebuild complex blendshapes network that come from Maya?

So far I figured out that sometimes blendshapes when are imported as fbx are imported as vertex cache chop instead of blendshapes node with channels... Someone know when this condition happen?

Is for the amount of blendshapes or for the blendshape network it self?
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I'm not familiar with Maya blendshape export rules
I doubt it's the amount as it used to be pretty common to export blendshape per frame when game engines didn't support point cache formats, which often resulted in hundreds of blendshapes

I'd guess that any setup incompatible with fbx standard would result in vertex cache rather than blendshape with animated weights

This may be caused by any deformers (other than skin binding) following or mixed within the blendshape setup and probably many other cases
I'm not sure how well fbx can store nested blendshpes or more complex in-between blendshape setups, but it should handle the basic ones
Tomas Slancik
FX Supervisor
Method Studios, NY
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