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Houdini for Realtime » Animated visibility to Unity via FBX character ROP?

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Jules Stevenson
9 posts
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 June 6, 2025 12:07:44
Hey all,

Has anyone had any joy in exporting animated visibility to Unity (which is apparently doable via Maya / Max through animating the visibility, this imports as animating the visibility of the mesh renderer component).

I've tried using the visibility node on the rest geometry, didn't work. I'm wondering if there's an attribute I can set (like fbx_material_name)?

Any ideas much appreciated.

Jules
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Solaris and Karma » very Slow SopCharacterImport (convert to agent / sort roots)

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Jules Stevenson
9 posts
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 Jan. 12, 2025 15:53:58
Have submitted, thanks
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Solaris and Karma » very Slow SopCharacterImport (convert to agent / sort roots)

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Jules Stevenson
9 posts
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 Jan. 6, 2025 10:18:28
For anyone else ever running into this, I seemed to have found a not very technical workaround to this: Since there's only one root, I just set the max depth in the function to 1 and everything works...

cheers,

Jules
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Solaris and Karma » very Slow SopCharacterImport (convert to agent / sort roots)

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Jules Stevenson
9 posts
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 Jan. 6, 2025 09:54:00
Hello,

I have a kinefx rig which is failing to be parsed into USD via the sop character importer. I've narrowed it down to the sop character importer > convert to agent > transfer pose > sort roots node. Specifically the function:

getdescendants(0, pt, /* maxdepth */ -1,  all_children, all_parents);

I can find zero documentation for this function.

The rig I'm using is for splitting a product up, and has quite a few joints right at the end of the chain:

On the attached image the green blob at the bottom shows where I've fanned them out so you can better see how the parenting works i.e. all parented to a single joint. The green blob at the top is the root.

If I remove these fanned joints then everything works as expected. as soon as they're there the function never completes (it's run for over an hour, and still nothing - also, even if it did, this is far from ideal as I believe it would need to compute per frame).

Can anyone suggest anything I can do to get decent performance back.

Many thanks,

Jules
Edited by Jules Stevenson - Jan. 6, 2025 09:54:33
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Solaris and Karma » Freeze frame a reference / time shift node issues

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Jules Stevenson
9 posts
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 Dec. 3, 2024 07:27:31
Hey All,

I would like to be able to freeze frame a file reference, but I'm struggling a bit with the method that should be used.

I've tried to do it via the reference node via setting timescale to 0 and then offset to the frame I want, but this doesn't appear to be a thing.

Using a timeshift works, but only if I put a wildcard(*) in the primitives param, which I don't really understand. It doesn't work / has no effect if I target just the geometry elements of the reference for example. However, this then appears to write out the time shifted reference to the USD file, resulting in a large USD file which feels wrong.

So my question is, how do I freeze frame a reference without it vastly bloating the output file (ie. incorporating the reference directly into the written USD, rather than just some overs).

Many thanks,

Jules
Edited by Jules Stevenson - Dec. 3, 2024 07:28:34
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Technical Discussion » Best practice for animating visibility in LOPs

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Jules Stevenson
9 posts
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 Sept. 18, 2024 16:59:04
Awesome, Thank you!
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Technical Discussion » Animated visibility through USD not working correctly

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Jules Stevenson
9 posts
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 Sept. 18, 2024 15:34:33
Did you ever find a workaround for this, I seem to be having exactly the same issue?

Thanks,
Jules
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Technical Discussion » Best practice for animating visibility in LOPs

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Jules Stevenson
9 posts
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 Sept. 18, 2024 15:06:45
I should probably add, this in Karma XPU.

It's a very simple animated prune. As I step through the nodes, flicking between on and off everything works fine until I hit the motion blur node (connected just before the Karma render settings). This seems to ignore the switch / not write time samples(?). anyone else encountered this?

Thanks,

Jules
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Technical Discussion » Best practice for animating visibility in LOPs

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Jules Stevenson
9 posts
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 Sept. 18, 2024 07:21:31
Hey All,

What's the best practice for animating visibility in LOPs? I'm running into issues with keyframes on the enable checkbox on prune operators (when sent to render sometimes the objects in question appear, sometimes they just stay hidden).
I also tried animating a switch with a null, but ran into the same issue.

Many thanks,

Jules
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