Importing animation cache from Maya reverses my normals

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I am currently trying to import a USD animation cache from maya.
I've managed to make it affect my shaded model but it reverses my normals.
Apparently the maya USD export comes with an attribute called: usdconfigreversepolygons
I've tried exporting with a lot of different settings and the attribute always appear

If you have an idea has to where it comes from or how to remove it it would help a lot.

So far the only solution I've managed to find is to export it into alembic and only than I can export it in usd.
That would be really annoying seeing as we have a lot of different animations and we'll have to manually do it every single update.

Hope Someone can help,
Thanks

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Geo from Maya is rightHanded. But geometry in Houdini is leftHanded. You can check if this is the case in Solaris selecting the mesh, and see what the what value the orientation attribute/primvar is.

https://www.sidefx.com/docs/houdini/nodes/sop/usdexport.html [www.sidefx.com]

"When enabled, the Reverse Polygon Vertex Ordering setting is used when translating the SOP geometry to USD. Otherwise, the parameter’s default value is used unless a usdconfigreversepolygons detail attribute exists on the SOP geometry"

"Reverse Polygon Vertex Ordering
USD supports an orientation attribute on mesh primitives that indicates whether polygons have a left-handed or right-handed ordering, while SOP geometry is always left-handed ordering. When this option is on, the importer always reorders vertices (and associated primvars) to be right-handed.

This is useful when round tripping right-handed oriented polygons from USD into SOPs and back into USD. The data is always converted to a left handed ordering when importing it into SOPs. If you imported the polygons back into USD without this option, they would be left-handed, unlike the original."

What we are doing is to use the Reverse Polygon Vertex Ordering on geo from SOPs, to make sure all geometry that enters Solaris is right handed. Then we don't have issues with the caches that comes from Maya.
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