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See the following link for an overview of importing and exporting GLTF files to and from Houdini.
Point attribute on the skin geometry that defines the skinning weights.
This detail attribute records the current animation range and sample rate as well as the original animation range and sample rate of the imported animation.
Primitive attribute on the skin geometry that holds the material property values.
Point attribute containing the unique name across all points used for identification.
This primitive attribute is used to specify the path to a shader node used for rendering.
Save to Disk
Exports the character with the current parameter settings.
Opens the Render Control window. This window allows you to launch a one-off export with different frame range and dependency settings.
Use clipinfo Detail Attribute
Obtain frame range to export using the input’s
Render Current Frame
Export only the current frame.
Render Frame Range
Only export the frames in the range set below, but also allow exporting other frames if in-range frames reference them.
Render Frame Range Only (Strict)
Only export the frames in the range set below, and don’t allow exporting any other frames, even if in-range frames reference them.
Specifies the range of frames to render (start frame, end frame, and increment). All values may be floating point values. The range is inclusive.
These parameters determine the values of the local variables for the output driver.
For example, if the parameters are set to:
…there will be 4 frames rendered (10.5, 11, 11.5, and 12), so
$NRENDER will have a value of 4.
$N will have the following values at each frame:
Render with Take
Uses the settings in a particular take while rendering. Choose Current to use the current take when rendering.
The path of the file to generate.
The file format to export.
Detect from Filename: File format is dependent on the extension in File Name.
glTF: Export as a file with
.gltf format and store some resources externally.
glb: Export as a single binary file with
Create Intermediate Directories
When on, creates intermediate directories for the output file if the specified Output File path contains directories that do not yet exist. For example, if you specify
$HIP/output/gltf_output/owl/tropical_screech.gltf as the Output File path and the
/owl directories do not exist, then the
/owl directories will be created automatically when you export your character.
// When off, if the Output File path you specify contains directories that do not exist, then the export will silently fail.
Controls the origin of textures that are included in the exported GLTF file.
Export from Material
New texture images will be exported based on the parameters of the material shader and parameters on the GLTF output node.
Copy Original Textures
Any supported texture images specified in the material shader will be copied directly to the exported GLTF file, preserving the exact images that were used to build the material.
Controls the file format of exported material textures.
Original Format or PNG
Textures will be exported in their original formats or as a PNG if a texture’s format is not specified or is unsupported by GLTF.
Original Format or JPEG
Textures will be exported in their original formats or as a JPEG if a texture’s format is not specified or is unsupported by GLTF.
Textures will be exported as PNGs.
Textures will be exported as JPEGs.
Max Texture Resolution
If any texture is larger than this resolution then downsize it to this resolution. Useful for quickly reducing file size.
The level of compression to apply to outputted textures. Only applies to lossy image formats.
Flip Normal Map Y
Invert the y-coordinate on the normal texture map for each exported mesh. glTF’s orientation expects an upwards facing y-axis.
Rescale Texture as Power of Two
This will rescale exported images so that the final image has dimensions which are powers of two (eg. 512×1024, 2048×2048).
Export Custom Attributes
If this checkbox is turned off, only attributes defined in the glTF standard are exported.
Otherwise, all public attributes are exported.
Attributes are exported with their original types when possible. However, glTF allows a maximum of 32 bits for floats and integers. Integers are also required to be unsigned.
Enabling this option exports Principled Shader materials.
Export Skin Mesh Name
Add a name to the mesh representing the skin of this character. The Mesh Name Source parameter controls the naming of the mesh.
Mesh Name Source
The GLTF mesh name will be assigned the name of the SOP node of the exported skin mesh.
The GLTF mesh name will be assigned the name stored in the attribute specified by the Mesh Name Attribute parameter. It can be any type of attribute, but it must have a consistent value.
Mesh Name Attribute
The name of the attribute that contains the mesh name’s value.
Export Joint Names
Add names to each node in the glTF scene that represents joints of the skeleton. The
name attribute on the Capture Pose will be used to name each joint node.
A script command can be specified for execution at the various execution points. The expression language selected for the parameter determines whether this command are hscript or python statements.
Prior to execution, this node is automatically set as the global current node.
To run statements from a file instead, specify the path to the file with
.cmd extension (when the language is set to Hscript), or
extension (when the language is set to Python). Additional arguments to the
script can also be supplied, they will be parsed in a shell-like manner.
Run this script before any rendering.
Run this script before each frame.
Run this script after each frame.
Run this script after all rendering.
The character’s rest geometry. It must have at least a
primitive attribute for the shape name to save to the primitives.
boneCapture point attribute for is also required for skin deformation.
The character’s capture pose for skin deformation.
Each joint in the skeleton is represented by a point, where the
matrix3) attributes contain the joint’s transform.
name attribute contains the joint’s name, and is matched up with the capture paths in the rest geometry’s
boneCapture attribute when deforming the skin.
The skeleton’s hierarchy is represented by two-point polygons between the points for each child joint and its parent.
The character’s animated pose, which is represented in the same manner as the Capture Pose.