oh.
What version of the maya FBX importer are you using?
Any special settings?
I'm still getting the default normals..although it now looks like this:
Thanks
Pav
Found 36 posts.
Search results Show results as topic list.
Technical Discussion » FBX and normals
-
- pgrochola
- 36 posts
- Offline
Technical Discussion » FBX and normals
-
- pgrochola
- 36 posts
- Offline
Hey,
I'm having probs getting the FBX exporter to export the normals correctly on a deforming mesh.
Try this:
1:lay down a poly grid.
2:connected that to a point sop
-with random translation in Y eg: $TY+(rand($PT+$F)*.2)
-change the normals from default to point in another direction
3:promote the normal to a vertex attribute (for Maya)
4:export as FBX using the “detect constant point count” option ON.
(otherwise it triangulates the geo)
When this is imported into Maya the normals do not match the houdini ones. They're the default normals.
Am i missing something here?
I've attached the hip file and jpg of this
Cheers
Pav
I'm having probs getting the FBX exporter to export the normals correctly on a deforming mesh.
Try this:
1:lay down a poly grid.
2:connected that to a point sop
-with random translation in Y eg: $TY+(rand($PT+$F)*.2)
-change the normals from default to point in another direction
3:promote the normal to a vertex attribute (for Maya)
4:export as FBX using the “detect constant point count” option ON.
(otherwise it triangulates the geo)
When this is imported into Maya the normals do not match the houdini ones. They're the default normals.
Am i missing something here?
I've attached the hip file and jpg of this
Cheers
Pav
Technical Discussion » python in HDAs
-
- pgrochola
- 36 posts
- Offline
Technical Discussion » python in HDAs
-
- pgrochola
- 36 posts
- Offline
oh I see, yeah that worked…
Thanks koen!
Do you know why using the absolute path doesn't work?
Cheers
Pav

Thanks koen!
Do you know why using the absolute path doesn't work?
Cheers
Pav
Technical Discussion » python in HDAs
-
- pgrochola
- 36 posts
- Offline
even simpler example…
if you have a HDA called myHDA in “/obj”
in the python shell:
myHDA = hou.node(“obj/myHDA”)
print myHDA
#results in: myHDA
myHDA
#results in: <hou.ObjNode of type myHDAOTL at /obj/myHDA>
in the HDA python module of myHDA:
def printMyHDA():
myHDA = hou.node(“obj/myHDA”)
print myHDA
#will print “None”
:cry:
if you have a HDA called myHDA in “/obj”
in the python shell:
myHDA = hou.node(“obj/myHDA”)
print myHDA
#results in: myHDA
myHDA
#results in: <hou.ObjNode of type myHDAOTL at /obj/myHDA>
in the HDA python module of myHDA:
def printMyHDA():
myHDA = hou.node(“obj/myHDA”)
print myHDA
#will print “None”
:cry:
Technical Discussion » python in HDAs
-
- pgrochola
- 36 posts
- Offline
Hey,
I'm writing some python for my HDA and have a very basic Q…
How do I get access to a parameter that's on the HDA itself?
say I have a HDA called “myHDA” which
lives at:
“obj”
if I put this code into the HDA python module:
def printHDA():
HDAName = hou.node(“..”)
print HDAName
and then connect this to a button.
It prints:
“obj”
shouldn't it be?:
“obj/myHDA”
I'm just trying to change a parameter on the HDA so I'll
need the code to be aware of what the HDA is called (in case its name changes)
I also tried:
def printHDA():
nodeN = hou.pwd()
nodeNFullPath = “obj/%s” % nodeN
HDAName = hou.node(nodeNFullPath)
print HDAName
this prints “None”…?
The next step would be adjust the parameter. But I can't get it to recognize the HDA.
I'm must be missing something really basic.
Thanks
Pav
I'm writing some python for my HDA and have a very basic Q…
How do I get access to a parameter that's on the HDA itself?
say I have a HDA called “myHDA” which
lives at:
“obj”
if I put this code into the HDA python module:
def printHDA():
HDAName = hou.node(“..”)
print HDAName
and then connect this to a button.
It prints:
“obj”
shouldn't it be?:
“obj/myHDA”
I'm just trying to change a parameter on the HDA so I'll
need the code to be aware of what the HDA is called (in case its name changes)
I also tried:
def printHDA():
nodeN = hou.pwd()
nodeNFullPath = “obj/%s” % nodeN
HDAName = hou.node(nodeNFullPath)
print HDAName
this prints “None”…?
The next step would be adjust the parameter. But I can't get it to recognize the HDA.
I'm must be missing something really basic.
Thanks
Pav
Technical Discussion » Vista 64 Rop issues
-
- pgrochola
- 36 posts
- Offline
hmm…
I'm having probs with the filmbox ROP on Vista 64.
Sounds like this could be the same prob.
See my post:
FBX out through menu VS FBX out through ROP
I'm having probs with the filmbox ROP on Vista 64.
Sounds like this could be the same prob.
See my post:
FBX out through menu VS FBX out through ROP
Technical Discussion » FBX out through menu VS FBX out through ROP
-
- pgrochola
- 36 posts
- Offline
hmm… that is interesting.
I'm running 9.5.379 on windows vista 64.
I've run a diff on the two FBX files I get and there's a big difference.
I've attached them, in case it gives you some more clues…
Cheers
Pav
I'm running 9.5.379 on windows vista 64.
I've run a diff on the two FBX files I get and there's a big difference.
I've attached them, in case it gives you some more clues…
Cheers
Pav
Technical Discussion » FBX out through menu VS FBX out through ROP
-
- pgrochola
- 36 posts
- Offline
Hey,
Here's an example.
Not the most basic unfortunately, I couldn't get it to repeat on
a really simple scene.
the ROP triangulates, going through the menu works fine.
PS: I've been chatting to Jeff about this as well.
Cheers
Pav
Here's an example.
Not the most basic unfortunately, I couldn't get it to repeat on
a really simple scene.
the ROP triangulates, going through the menu works fine.
PS: I've been chatting to Jeff about this as well.
Cheers
Pav
Technical Discussion » FBX out through menu VS FBX out through ROP
-
- pgrochola
- 36 posts
- Offline
Hey all,
I'm exporting some geo from Houdini using FBX and am running into something odd.
When I export my geo through the menu (file>export) it renders out fine.
When I export it using a filmBOX node in a ROP it renders out triangulated.
Anyone know what the difference between the two is?
I'm running 9.5.379.
I've tried replicating the problem on basic geometry but havn't had any sucess in repeating the problem.
Wanted to check here before I delve deeper into the specifics of my setup.
Thanks
Pav
I'm exporting some geo from Houdini using FBX and am running into something odd.
When I export my geo through the menu (file>export) it renders out fine.
When I export it using a filmBOX node in a ROP it renders out triangulated.
Anyone know what the difference between the two is?
I'm running 9.5.379.
I've tried replicating the problem on basic geometry but havn't had any sucess in repeating the problem.
Wanted to check here before I delve deeper into the specifics of my setup.
Thanks
Pav
Technical Discussion » selecting a string in a spare channel
-
- pgrochola
- 36 posts
- Offline
Technical Discussion » selecting a string in a spare channel
-
- pgrochola
- 36 posts
- Offline
Hey all,
I'm setting up an asset and need to pick between different map directories based on user selection.
So for example…
On the asset I'm creating an integer parameter that contains the selection
>body
>ears
>blah
if I then create a parameter that has 5 strings (all different directory locations for a map )
How would I set it up so the integer parameter controls which string is actually used?
So inside my asset I just query that string parameter.
The reason I want to us an integer as my master control is because this integer value will also control switches inside my asset.
Am I approaching this the right way?
Cheers
I'm setting up an asset and need to pick between different map directories based on user selection.
So for example…
On the asset I'm creating an integer parameter that contains the selection
>body
>ears
>blah
if I then create a parameter that has 5 strings (all different directory locations for a map )
How would I set it up so the integer parameter controls which string is actually used?
So inside my asset I just query that string parameter.
The reason I want to us an integer as my master control is because this integer value will also control switches inside my asset.
Am I approaching this the right way?
Cheers
Technical Discussion » FBX what's wrong with this OBJ?
-
- pgrochola
- 36 posts
- Offline
Thanks for checking it out, I think all has been explained in the thread
“prob with FBX on NOT changing typology”
When you export the obj does it come back in triangulated with unique faces?
What do you mean small changes around the ears?
Cheers
“prob with FBX on NOT changing typology”
When you export the obj does it come back in triangulated with unique faces?
What do you mean small changes around the ears?
Cheers
Technical Discussion » prob with FBX on NOT changing typology
-
- pgrochola
- 36 posts
- Offline
Technical Discussion » FBX what's wrong with this OBJ?
-
- pgrochola
- 36 posts
- Offline
Hey.
I'm totally stumped as to why my geo is not caching out to FBX correctly.
Its coming out triangulated and with unique faces even though there is no change in point count.
I've tried all sort of things try and track it down, the latest being caching out
a single OBJ and then applying transforms after.
I think one piece of my puzzle lies in this OBJ step.
Even without doing any kind of deformations this OBJ caches out to FBX incorrectly.
Can anyone shed some light on whats wrong with this OBJ?
Thanks
I'm totally stumped as to why my geo is not caching out to FBX correctly.
Its coming out triangulated and with unique faces even though there is no change in point count.
I've tried all sort of things try and track it down, the latest being caching out
a single OBJ and then applying transforms after.
I think one piece of my puzzle lies in this OBJ step.
Even without doing any kind of deformations this OBJ caches out to FBX incorrectly.
Can anyone shed some light on whats wrong with this OBJ?
Thanks
Technical Discussion » prob with FBX on NOT changing typology
-
- pgrochola
- 36 posts
- Offline
Hey,
I understand that the FBX format does not support meshes with variable vertex counts… I'm having probs with meshes that don't. (unless I'm missing something)
try this:
1: lay down a grid (as Mesh type)
2: put a point sop with $TY+$F in position of TY.
3: Export that as an FBX, bring it back into Houdini and…
comes in as triangulated and faces are unique.
I'm confused
Can someone please fill me in on what I'm missing.
Thanks Loads.
I understand that the FBX format does not support meshes with variable vertex counts… I'm having probs with meshes that don't. (unless I'm missing something)
try this:
1: lay down a grid (as Mesh type)
2: put a point sop with $TY+$F in position of TY.
3: Export that as an FBX, bring it back into Houdini and…
comes in as triangulated and faces are unique.
I'm confused

Can someone please fill me in on what I'm missing.
Thanks Loads.
-
- Quick Links