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Houdini Indie and Apprentice » Referencing Attribute Cd with Channel SOP
- tandava
- 6 posts
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Houdini Indie and Apprentice » Referencing Attribute Cd with Channel SOP
- tandava
- 6 posts
- Offline
I'm trying to use CHOPS input to change color parameters of different pieces of geometry.
I'm using the Channel SOP to pull the data from the CHOPS network and apply it to my geometry.
I can use the P(1) attribute to drive the position on the Y axis well enough, but I'm not sure how to properly use the Cd attribute.
That leads me to believe I need to create the attribute, but I don't know how to do it properly. I can't find any examples of how to do this properly.
I'm using the Channel SOP to pull the data from the CHOPS network and apply it to my geometry.
I can use the P(1) attribute to drive the position on the Y axis well enough, but I'm not sure how to properly use the Cd attribute.
That leads me to believe I need to create the attribute, but I don't know how to do it properly. I can't find any examples of how to do this properly.
Technical Discussion » Divide single geometry into multiple pieces for FBX export
- tandava
- 6 posts
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To continue the conversation with myself, I've now realized that when the FBX is imported into MAX, although the FBX animates, it doesn't carry any of the transform data, so I can't drive other parameters from it..
I don't even know where to start on this one. I'll update my progress as I research, but if anyone has any leads, it would be appreciated.
I don't even know where to start on this one. I'll update my progress as I research, but if anyone has any leads, it would be appreciated.
Technical Discussion » Divide single geometry into multiple pieces for FBX export
- tandava
- 6 posts
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I ended up getting it to work.
After changing the copy parameters in the edit above, I found this shelf tool which then takes the different groups and makes them into objects : http://www.houdinitoolbox.com/houdini.php?asset=25 [houdinitoolbox.com]
that really shouldn't have taken 6 hours of troubleshooting …
now to find out how long this FBX export of multiple frames is going to take, or how to speed it up.
After changing the copy parameters in the edit above, I found this shelf tool which then takes the different groups and makes them into objects : http://www.houdinitoolbox.com/houdini.php?asset=25 [houdinitoolbox.com]
that really shouldn't have taken 6 hours of troubleshooting …
now to find out how long this FBX export of multiple frames is going to take, or how to speed it up.
Technical Discussion » Divide single geometry into multiple pieces for FBX export
- tandava
- 6 posts
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Or perhaps, in more easy terms, how do I divide an object that's used a copy SOP to act as multiple geometries and not just one big object?
EDIT: I've learned to use copyGroup$PT instead of the default, and while this gives me more accurate primitive groups, it still doesn't export as multiple objects.
I've tried OBJ sequences but that was very slow all around and the obj sequence script I used still made everything one object in MAX anyways..
EDIT: I've learned to use copyGroup$PT instead of the default, and while this gives me more accurate primitive groups, it still doesn't export as multiple objects.
I've tried OBJ sequences but that was very slow all around and the obj sequence script I used still made everything one object in MAX anyways..
Technical Discussion » Divide single geometry into multiple pieces for FBX export
- tandava
- 6 posts
- Offline
Hi everyone,
This is probably a very basic question, but I'm just a few days into Houdini.
I've followed this [cmivfx.com] tutorial on audio driven animation from cmiVFX and I'd like to export the object into 3dsMax. I'll be using the animated piano keys to drive some parameters within max.
The problem is, it exports the piano keys as a single object and this gives me nothing to work with in max. I've not been able to do any successful workaround in max.
How might I divide a single geometry into multiple pieces so that seperate pieces are able to be selected in max?
I've attached a file, but it references some geometry so it might not appear right away.
It's a pretty buggy mess in there, I just edited some parameters pretty blindly to get the effect of the keys rising instead of rotating .. it ended up doing some other things too but it'll do if I can export it properly.
Thanks,
This is probably a very basic question, but I'm just a few days into Houdini.
I've followed this [cmivfx.com] tutorial on audio driven animation from cmiVFX and I'd like to export the object into 3dsMax. I'll be using the animated piano keys to drive some parameters within max.
The problem is, it exports the piano keys as a single object and this gives me nothing to work with in max. I've not been able to do any successful workaround in max.
How might I divide a single geometry into multiple pieces so that seperate pieces are able to be selected in max?
I've attached a file, but it references some geometry so it might not appear right away.
It's a pretty buggy mess in there, I just edited some parameters pretty blindly to get the effect of the keys rising instead of rotating .. it ended up doing some other things too but it'll do if I can export it properly.
Thanks,
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