Hello,
I was wondering what's a simple way to bring in animated geometry from Maya (from motion builder) to Houdini. I know how to cache it out by nCache or GeoCache. In Maya, what I do is I duplicate each frame and export the geometry as .obj then import it in Houdini. Yes, it takes a while to get it done since I only able to script/automate the duplicate process. Anyway, the files I have is a rigged character and motion capture data. That's what I want to bring in to Houdini in any form usable. Thank you!
best way to import cache'd geometry
5433 2 0- icerust
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- edward
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- symek
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- First note the presence of Alembic format in newest version of both applications.
- Then check out bgeo writer plugin for Maya: http://www.houdinistuff.com. [houdinistuff.com.]
- or commercial support of Mdd in Maya: http://www.ef9.com/ef9/PO1.5/PointOven_15.html [ef9.com]
- alternatively there's pc2 point cache format, which can be exported from Maya natively (cacheFile -pc2 0…) and imported into Houdini with a bunch of assets from Exchange or even c++plugin [code.google.com].
- finally *.obj sequence is safe route unless you don't deal with heavy geometry.
- Then check out bgeo writer plugin for Maya: http://www.houdinistuff.com. [houdinistuff.com.]
- or commercial support of Mdd in Maya: http://www.ef9.com/ef9/PO1.5/PointOven_15.html [ef9.com]
- alternatively there's pc2 point cache format, which can be exported from Maya natively (cacheFile -pc2 0…) and imported into Houdini with a bunch of assets from Exchange or even c++plugin [code.google.com].
- finally *.obj sequence is safe route unless you don't deal with heavy geometry.
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