Hi,
I usually do some quick and dirty fractures and simulations with SOPs (using RBD Bullet Solver, PointVelocity, etc.), and I'd like to expot the result in UE4 via RBD to FBX, but it doesn't seem to work (no animation is exported).
The only way to make it work is simulating with DOP. Is there a way to do it with SOPs?
Thanks.
RBD to FBX, is it possible to export from SOP?
10853 16 5- Luciano Iurino
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- pirator
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- pirator
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Some further issues with RBD_2_FBX …and perhaps I'm doing something weird with it.
I've now set up transform pieces without an RBD - just some geo and some template points.
This also works but only for position.
As soon as I try to add any orient/scale/pscale attributes RBD_2_FBX breaks, even if TransformPieces works.
Is there an easier way to export animated pieces to FBX?
…fixed, the templates need full set of orient/pivot/scale attributes for RBD_2_FBX to work.
AND SCALE CAN'T be ZERO
I spent a solid hour trying to figure it out and then find a solution seconds after I post the question!
This forum is very cathardic.
I've now set up transform pieces without an RBD - just some geo and some template points.
This also works but only for position.
As soon as I try to add any orient/scale/pscale attributes RBD_2_FBX breaks, even if TransformPieces works.
Is there an easier way to export animated pieces to FBX?
…fixed, the templates need full set of orient/pivot/scale attributes for RBD_2_FBX to work.
AND SCALE CAN'T be ZERO
I spent a solid hour trying to figure it out and then find a solution seconds after I post the question!
This forum is very cathardic.
Edited by pirator - Nov. 1, 2020 02:46:00
- Ambrosiussen
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Hey!
As of the last production build of 18.0 you can now also export animated RBD pieces directly from sops using the ROP FBX output sop. Just make sure you enable the “Build Hierarchy from Path Attribute” checkbox, and that your path attribute on your RBD pieces are
correct. We will soon be deprecating the RBDtoFBX rop in favor of this workflow.
As of the last production build of 18.0 you can now also export animated RBD pieces directly from sops using the ROP FBX output sop. Just make sure you enable the “Build Hierarchy from Path Attribute” checkbox, and that your path attribute on your RBD pieces are
correct. We will soon be deprecating the RBDtoFBX rop in favor of this workflow.
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- IceBar0n
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- kjetil_RTG
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I also had problems with this, and it looks like piotr above here has the solution. Add an assemble node after the rbd bullet solver (uncheck rename), and then use a transform pieces node. The first pin should go from the assemble, and the points you can get from the rbd bullet solver (simulation points). The rest input I could leave empty.
This creates a correct path attribute which can be used by the rop fbx.
This creates a correct path attribute which can be used by the rop fbx.
- pixelninja
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I recently ran into a bunch of issues with this myself so here's a quick guide I threw together that might be of help.
In short:
In short:
- Sim with packed geo (or as mentioned above, convert to packed geo using transform pieces)
- Use the ROP FBX Output in sops, don't bother with the labs RBD to FBX ROP
- Turn on “build heirarchy from path” on the FBX Output
- All intrinsic pivots should be zero (this shouldn't be an issue for rbd, but is important for other types of animation)
- IceBar0n
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ok guys… riddle me this!
I have:
simple packed object -> copyToPoints (with scale,and orient attrs on src geo) ->-> FBX export
WON'T WORK IN UNITY, Maya reports NaN on rotation and SOME channels (like ty)
BUT -
packed geo -> copyAndTransform in place xN -> copyAttrs from source geo pts (rot as euler, scale, P) -> primitive node -> do transform and apply the above ->-> FBX export
EXPORT WORKS!
Comparing the two methods, on the node I'm writing out I can't spot any difference - the intrinsic transform etc seems the same?
is there some other magic that the copy to points does that breaks the thing?
P.
I have:
simple packed object -> copyToPoints (with scale,and orient attrs on src geo) ->-> FBX export
WON'T WORK IN UNITY, Maya reports NaN on rotation and SOME channels (like ty)
BUT -
packed geo -> copyAndTransform in place xN -> copyAttrs from source geo pts (rot as euler, scale, P) -> primitive node -> do transform and apply the above ->-> FBX export
EXPORT WORKS!
Comparing the two methods, on the node I'm writing out I can't spot any difference - the intrinsic transform etc seems the same?
is there some other magic that the copy to points does that breaks the thing?
P.
- pixelninja
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- pirator
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