Hi all!,
If anyone has a sec, could you please try to export the FBX from the attached file.
I can't seem to stop it from making a cache file rather than just exporting the keyframed hierarchy.
It's not set to save caches but it just does it anyway.
This is a really simple parented hierarchy, and this problem keeps popping up for me and ruining the workflow between Houdini and Unity.
Any ideas?
Thanks!
Pete
How can I stop Houdini from caching this FBX?
2443 7 1- peteski
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- Enivob
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- jsmack
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The vertices are time dependent in that scene. FBX isn't going to create your vop network to animate the vertex color values. FBX bakes animated vertex attributes as vertex caches. I'm not sure if there is a way to disable baking the vertex cache if you want to ignore the animation. For now, if you bypass the vops that animate alpha, you can export it without creating a vertex cache.
I noticed that the translate channels with the channel refs on the nulls are not getting exported. This looks like a bug. Manually baking the keys for each channel, or moving the channel from the controls null to the exported null seems to fix it.
I noticed that the translate channels with the channel refs on the nulls are not getting exported. This looks like a bug. Manually baking the keys for each channel, or moving the channel from the controls null to the exported null seems to fix it.
Edited by jsmack - Oct. 19, 2017 13:09:24
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Hey thanks guys!
Yeah jsmack, I have those ‘ref’ objects as a way of sending the opacity data across to Unity, the alpha in the Houdini scene is just a visual aid to make sure it looks right so I should be able to turn that off before export and it'll be okay . Thanks for tracking that down!
Hey Enivob, I think it might get baked key per frame automatically but it seems that since it was caching the scene it wasn't saving any transforms from the nulls and since Unity doesn't know about caches, none of the animation was getting through.
Yeah jsmack, I have those ‘ref’ objects as a way of sending the opacity data across to Unity, the alpha in the Houdini scene is just a visual aid to make sure it looks right so I should be able to turn that off before export and it'll be okay . Thanks for tracking that down!
Hey Enivob, I think it might get baked key per frame automatically but it seems that since it was caching the scene it wasn't saving any transforms from the nulls and since Unity doesn't know about caches, none of the animation was getting through.
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Just a side question.
Why does every one want to get to Unreal or Unity? Is it just for rendering? On a quick overview of both products neither one seems to be a render engine and people I have inquired with say they just screen capture their footage.
Why does every one want to get to Unreal or Unity? Is it just for rendering? On a quick overview of both products neither one seems to be a render engine and people I have inquired with say they just screen capture their footage.
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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- sawako
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