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.
prob with FBX on NOT changing typology
2262 2 2- pgrochola
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- oleg
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Just to clarify, I assume you also meant “wire the output of the plane into a point SOP”.
This was actually a bug - for the vertex-cached cases, the FBX exporter didn't know how to handle mesh primitives properly, and was just resorting the its fail-safe method, which is to triangulate and break everything apart, and export it all as such.
This has now been fixed, and will be available in tomorrow's build (9.5.368). I assume this should also solve the problem with the obj file from another thread (if you're doing something similar to it and it's a mesh).
This was actually a bug - for the vertex-cached cases, the FBX exporter didn't know how to handle mesh primitives properly, and was just resorting the its fail-safe method, which is to triangulate and break everything apart, and export it all as such.
This has now been fixed, and will be available in tomorrow's build (9.5.368). I assume this should also solve the problem with the obj file from another thread (if you're doing something similar to it and it's a mesh).
Oleg Samus
Software Developer
Side Effects Software Inc.
Software Developer
Side Effects Software Inc.
- pgrochola
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