Bringing Maya nCloth objects into Houdini

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Hey everyone,

I've got a nice nCloth skirt that I've animated in Maya, and I'd like to bring it into Houdini to do some particle effects based on that surface, but I'm not sure what the best way of doing that is. Any ideas?

My initial thought was that I could save the animated mesh in an FBX and bring that into Houdini fairly easily, but when I tried it the mesh didn't appear to preserve any animation. I suppose it's possible that I exported it wrong from Maya, since I've never really needed to use FBX for anything before.

I know I could always do an OBJ sequence, but if there's a cleaner way, I'm all ears!
~ Keith

Lead FX TD @ DNEG
FX Instructor @ CGMA
Producer/DJ/Performer @ Mechanical Vein
http://keithdigital.com [keithdigital.com]
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You must use Geometry Cache in Maya.
under Animation.
First make your Ncloth simulation. Then go under Animation and make Geometry Cache, after that when you export fbx, under geometry cache slecet that cache.
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Cool, works like a charm. Thanks!

Just in case anyone else is thrown off by it, the only thing that's a bit weird is that you apparently need to create a Quick Select Set in May for the objects that you're geometry caching. Then you specify that set in the FBX export options, not the actual geometry cache itself. Not very intuitive, but it works. 8)
~ Keith

Lead FX TD @ DNEG
FX Instructor @ CGMA
Producer/DJ/Performer @ Mechanical Vein
http://keithdigital.com [keithdigital.com]
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