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nicholasralabate
Hi, I know that Houdini's GLTF support isn't as robust as Blender -- for example, a GLTF can only have one animation clip instead of several which makes it pretty onerous to deliver multiple animations for a character (each GLTF now has redundant mesh and skeleton data).

Has anybody come up with a workaround for this? I don't really want to add Blender to the mix, especially if this is an operation I can do post-export by calling a command line script. I am somewhat familiar with GLTF-Transform for mesh compression but I'm not sure if that can collate my animation clips for me, or if there is a better option out there.

Would love to learn what people are doing (besides switching to Blender for GLTF export).

https://gltf-transform.dev/ [gltf-transform.dev]
raincole
I don't think there is a solution except switching to another format or app. I've requested the ability to export multiple clips years ago, but the fact is Houdini hasn't really updated GLTF exporters for years. It's probably dead in the water.
cwrenniks
I assume this is still the case, even with Houdini 22? But I'm confused, and would love someone from Sidefx to clarify: Does the Multi-clip capability advertised on the ROP GLTF output SOP NOT work? I've been able to successfully output with a single clip, but have not figured out how to make multi-clip work. Thanks!
joshmotion
Hi all, I finally cracked this. You gotta pack each animation, add a primitive string attribute with the clip's name, then enable "Multiple Clips" in the "Animated Pose Export" setting in the ROP GLTF Character Output SOP node, and fill in whatever your Clip Name Attribute is listed as. Then all clips import into Blender's NLA timeline nicely.
cwrenniks
Do you mind providing a network picture or even a hip file? I’ve tried all versions of this to no avail. And to be clear, I’m trying to export a number of APEX Scene Animate outputs to a single GLB file. Thanks a ton!
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