How to Freeze Transformations?

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When I import an FBX file from Max, the objects come in with transformation values (-90 rotations as well as translation values).

When I'm in a top view at the object level the little gizmo on bottom left tells me that the coordinate system is Y up. This is good, I want it like that. However, when I then double click an object node to go to SOP level, the little gizmo changes, and now suddenly the coordinate system is Z up. No doubt because of the -90 rotation values.

If I use “Clean Transform” on the object's parameter pane, it does zero out all transformation values, but when I go to SOP level nothing has changed. It's still Z up there.

I want the objects to not have any rotation values so that both on object level and on SOP level everything is Y up. How can I do this?
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While exporting as FBX make sure that up axis set to y-axis.

If I use “Clean Transform” on the object's parameter pane, it does zero out all transformation values, but when I go to SOP level nothing has changed. It's still Z up there.

I want the objects to not have any rotation values so that both on object level and on SOP level everything is Y up. How can I do this?

Do Object Merge into new geo.
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PradeepBarua
While exporting as FBX make sure that up axis set to y-axis.
That's what I am doing, but Max exports everything with rotation values.

Do Object Merge into new geo.
Thank you, this works.

But since I generally deal with hundreds of objects I'm wondering what the best workflow is. I can obviously script the object merge, but I will end up with twice as many objects in my scene. Ideally, I'd want a clean scene with zeroed transforms and no redundant stuff inside.

So would the cleanest option be to generate one new geo for each object using an object merge, export every new object to .bgeo (which I think removes the dependency on the original .FBX), delete all objects and reimport the .bgeo versions?

Sorry in case that made no sense, I'm very new to the application
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That's what I am doing, but Max exports everything with rotation values.
Did you tried alembic?

or

Import it in maya then export it as alembic or FBX.
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Use the Freeze Transforms tool on the Modify Shelf. That will do what you want. It will take the object transforms and create a Transform SOP to recreate the transform inside the object.

It will keep your pivot in place so just like you were taught in other applications, move your pivot where you want it, then Freeze Transforms. This is why the Center Pivot tool is left of the Freeze Transform. Left to right is the prescribed natural order of shelf tool organization, or so we try.

The beauty with Houdini is you end up with a Transform SOP and not a baked “shape” node. Yay.
There's at least one school like the old school!
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Awesome Jeff, that does exactly what I want! Thank you!
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