Hi again folks!
Apologies for creating another topis, I've been searching for similiar topics but I have not found anything relevant to a problem I have at hand
I've been using Houdini to speed up some workflows for Maya for myself.
I've exported an alembic file which has curves into houdini (and turned grouping using full path, so the group attribute are transfered from importing alembic)
However i've noticed that post export, my alembic file has all shapes merged into one object, which is not something i'd want, ideally... I'd like to know if there is a way to separate primitive into separate primitive groups for expart into maya by attribute,and how to correctly use alembic export to do this, if possible..
Thanks!
Splitting Primitives into different prim groups for export
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- ArturL
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- tamte
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you can assign s@path primitive attribute to your geo that will contain path for each primitive where in the alembic object hierarchy you want it to end up
like
/mycurves/curve1/curve1Shape
/mycurves/curve2/curve2Shape
...
chances are you already have that attribute when importing the alembic, just make sure you transfer it upon Unpack
then just make sure your ROP Alembic Output node has Build Hierarchy From Attribute checked and path attribute specified
like
/mycurves/curve1/curve1Shape
/mycurves/curve2/curve2Shape
...
chances are you already have that attribute when importing the alembic, just make sure you transfer it upon Unpack
then just make sure your ROP Alembic Output node has Build Hierarchy From Attribute checked and path attribute specified
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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- ArturL
- Member
- 10 posts
- Joined: March 2020
- Offline
tamte
you can assign s@path primitive attribute to your geo that will contain path for each primitive where in the alembic object hierarchy you want it to end up
like
/mycurves/curve1/curve1Shape
/mycurves/curve2/curve2Shape
...
chances are you already have that attribute when importing the alembic, just make sure you transfer it upon Unpack
then just make sure your ROP Alembic Output node has Build Hierarchy From Attribute checked and path attribute specified
Hi tamte, Thanks for fast reply!
That is indeed something i tried, and thats what I hoped it would be as easy, perhaps i forgot to specify why I'm having this issue..
I ran my splines through vellum hair solver, and upon entering solver node, all of the Prim groups got merged into one vellumobject1 prim group.
so now I want to find a way to either prevent vellum solver from merging those groups into one, or splitting my prims post-simulation again, into different groups.
Thanks!
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- tamte
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it's not about groups
if you preserve that path attribute by specifying it in Transform Attributes on your Unpack SOP you should be fine
or if you decide to recreate it after the sim per curve you can use Primitive Wrangle:
if you preserve that path attribute by specifying it in Transform Attributes on your Unpack SOP you should be fine
or if you decide to recreate it after the sim per curve you can use Primitive Wrangle:
string name = "curve" + itoa(@primnum); s@path = sprintf("/mycurves/%s/%sShape", name, name);
Edited by tamte - Jan. 27, 2022 17:29:29
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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- ArturL
- Member
- 10 posts
- Joined: March 2020
- Offline
tamte
it's not about groups
if you preserve that path attribute by specifying it in Transform Attributes on your Unpack SOP you should be fine
or if you decide to recreate it after the sim per curve you can use Primitive Wrangle:string name = "curve" + itoa(@primnum); s@path = sprintf("/mycurves/%s/%sShape", name, name);
Ooh, I see! the PrimitiveWrangle method worked for me!
I'll try to see whenever I was setting up the UnpackSOP wrong this whole time
thank You so much for Your patience and help

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