FBX with custom hierarchy
1440 5 1- DrViJ
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Hi! Could anyone please explain how to export an FBX file with a custom hierarchy and pivot points that are not centroids or the origin of the geometry node?
Here's my setup:
A frame of an object
Several controllers (buttons, knobs, etc.) attached to it using match size/transform nodes.
Now, I need to export it with custom-placed pivots to FBX.
I've tried a few different things:
1) Using the Pack node and building the hierarchy from paths
2) Using Attribute Create with paths
3) Instantiating with CopyToPoints and using the initial point as a path (Pack node used). This method works, and I can parent an object, but I can't change the pivot rotation, for example.
Any help or guidance would be greatly appreciated. Thank you!
Here's my setup:
A frame of an object
Several controllers (buttons, knobs, etc.) attached to it using match size/transform nodes.
Now, I need to export it with custom-placed pivots to FBX.
I've tried a few different things:
1) Using the Pack node and building the hierarchy from paths
2) Using Attribute Create with paths
3) Instantiating with CopyToPoints and using the initial point as a path (Pack node used). This method works, and I can parent an object, but I can't change the pivot rotation, for example.
Any help or guidance would be greatly appreciated. Thank you!
Edited by DrViJ - 2023年3月5日 06:25:49
- DrViJ
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- 7 posts
- Joined: 1月 2023
- Offline
- willh
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- 134 posts
- Joined: 12月 2006
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- DrViJ
- Member
- 7 posts
- Joined: 1月 2023
- Offline
- willh
- Member
- 134 posts
- Joined: 12月 2006
- Offline
- DrViJ
- Member
- 7 posts
- Joined: 1月 2023
- Offline
That's amazing! So we can create a 3D model using assembled parts and then set up the hierarchy separately. The fantastic thing about Houdini is that you can solve a problem once and reuse it multiple times. I'm going to take a closer look at your example to fully understand everything. Looks like exactly what I need for preparation models to unity
Edited by DrViJ - 2023年3月13日 04:25:44
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