Combine 2 Objects to one shape

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Hi,

i'm new to houdini and have a question about combining/merging objects.

I got 2 .obj files that need to be merged together.

Sure thats pretty easy with the merge node.

BUT if i export them to Maya, Maya still gets that there are 2 Objects, because they are still 2 different shapes. But i need them as one.

It would be nice if anyone can help me.
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Boolean node is probably what you're looking for:

https://www.sidefx.com/docs/houdini/nodes/sop/boolean.html [www.sidefx.com]
>>Kays
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https://www.youtube.com/c/RightBrainedTutorials [www.youtube.com]
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Do you mean different shapes, as in different DAG nodes in maya, or just not connected topologically? To get them to be the same shape in maya depends on how you are exporting them. As alembics, you may have to create a path attribute that is the same for all the polys you want in the same polyshape. I wouldn't think other formats would make any shape distinctions. Maybe groups are being converted to different objects in obj? In that case remove all the groups that came in with the obj.
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Thanks for the answers.

Boolean doenst work, because i dont want to change anything about the geometry.

But jsmack gets me.

Yes, i want them together as one shape or DAG node in maya.
I guess i could take a look in the obj file itself, to see if i can change it there. But i want to use it with an .obj sequence. And changing every obj would take a lot of time (or somekind of srcipting).

The reason im trying out houdini is that maya is really bad with obj sequences. (ok, i also wanted to learn houdini for a while now)
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Jasaad
I guess i could take a look in the obj file itself, to see if i can change it there. But i want to use it with an .obj sequence. And changing every obj would take a lot of time (or somekind of srcipting).
as suggested before, remove prim groups before export to .obj
Tomas Slancik
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I guess i would do that with a groupdelete? I tried it, but it didnt find any group.


My node tree is like that:

2 file nodes > uv transform on both > merge > rop_geometry


As i wrote, im completely new to houdini and its pretty hard to find out how things work.
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