thanks Enivob its very helpful.. i also found another way more efficient is to use “fetch” node inside chop and target the character path and add “*” to the end of the path then set “select:created channels” and it will bring all active channels from the character subnetwork..
thanks again Enivob for your solution
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Technical Discussion » FBX importing bone animations to CHOP!!
- Mohammed Mansour
- 2 posts
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Technical Discussion » FBX importing bone animations to CHOP!!
- Mohammed Mansour
- 2 posts
- Offline
hi mates i have simple question please..
i have rigged character in 3ds max with different animations applied to it ready for crowd purpose in houdini.. the problem i'm facing now is when i import this FBX in houdini the animation keys automatically stored in each bone transformation channels.. and i wanna to store it in chop so i can manage it and to be ready for the crowd simulation..
if any one know how to import this animation automatically to chop that will be really helpful
thanks in advance
i have rigged character in 3ds max with different animations applied to it ready for crowd purpose in houdini.. the problem i'm facing now is when i import this FBX in houdini the animation keys automatically stored in each bone transformation channels.. and i wanna to store it in chop so i can manage it and to be ready for the crowd simulation..
if any one know how to import this animation automatically to chop that will be really helpful
thanks in advance
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