Collapse Groups to Single Primative

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New from Maya.

I have an OBJ that I have modeled in Silo/Zbrush and have brought it into Houdini. That worked easy.
The model is just the left hand of a symmetric model and comes in in 7 pieces:

Head, Arm, Leg, Torso, Face, Hand, Foot

The OBJ gets unwrella'd in maya.

I have a SOP network that takes in the OBJ, and manipulates the UV space of the 7 groups, and arranges them all nice and pretty so that I can use a single or multiple texture maps depending on LOD. This all works hunky dorey.

So now I transorm the left side -1 and I group the right and left side.
Merge them back together and I have a beautiful model with great UVs, uniform spacing etc. perfect for going into zbrush….

However… when I “save geometry” it coems out as a nested mess of groups

Girl
..rHalf
….rHand
….rFoot
….rTorso
….rLeg
….rArm
….rFace
….rHead
..lHalf
….lHand
….lFoot
….lTorso
….lLeg
….lArm
….lFace
….lHead


and what I need is a unimesh, with no seams just a merged down mesh of only one primative. I don't want to have to bring it into silo, maya or modo just to merge the damn thing.

I need these groups in order to build my UV maps, but I don't want to export them. Ive spent the last 2 days trying to get this done, and I just can't figure out how.

Help is appreciated, thanks.
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Facet sop ?

rob
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Just a guess, but if you middle click on the display SOP in your network, you have all these groups you're describing, right? Maybe you can delete them all before writing them network out to disk? You can do this with a group node, go to the last tab (“Edit” I think it's called), and click on the Delete subtab and in there you can specify which groups to delete, or “*” for all. I don't know how Houdini's OBJ exporter works, but if it's “honoring” the groups names in the obj file it produces, then this might do the trick for you.
Houdini Models [learning3dfromscratch.blogspot.com]
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Thanks a lot for the help, but I am only half way there.

Now I have my geometry all unparented, but I can't seem to sew the pieces together. Even before deleting the groups the file is all messed up at the seams when subdividing.

There are options inside facet that look liek they would work, but they don't. Merge doesn't effect the geometry just the data-stream, fuse is and stitch break my files all up into a bunch of nonsense even if I only work on one or two primatives at a time. I think they are more for simpler geometry like in their respective examples.

Basically I have 2 identical meshes that are a mirror of each other… and I need to sew them together at the vertices/edges/boundary. I am sure it is painfully easy.

I'll exchange humility for a hint or outright solution.

Thanks again.
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Hi ,
There seems to be a communication problem. As I have stated you need to use a facet sop. Or better still post your scene file up as I suspect your workflow will be incorrect.

rob
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I think I fixed it. My normals were flipped on half of my model. FacetSOP was unable to resolve the discontinuity until I fixed that.

Thanks for the help.
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