RBDtoFBX

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Hi,

I wonder how i can get “nonactive/deforming static” , pieces to work with that setup?
pushing through active rbds works without problems “deforming active” also works.

Any ideas?

Many thx!

EDIT:

I m getting the same issues when i try to use vertex animation textures… position and rotation maps only get written out correctly (more or less) when the geometry is simulated as active object in DOPs. when sending pieces through as “deforming static” the maps do not contain any relevant information. I compared all the attributes on the geo (DOP Import SOP) and could not find any difference.

help would be very much appreciated.

cheers
Image Not Found
Edited by Fest - July 14, 2018 10:12:11

Attachments:
Vertexanimationtexture_animated_stuff.hip (2.0 MB)

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Hey wildruf!

Thanks for your sample file. Currently the RBD to FBX and the Vertex Anim tools look for specific data that is generated from the RBD sim to derive it's export data.

We've added this to our backlog as an RFE.

Thanks!
Luiz Kruel
Senior Technical Artist
SideFX
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