FBX with custom hierarchy

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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!
Edited by DrViJ - 2023年3月5日 06:25:49

Attachments:
Screenshot 2023-03-05 at 14.21.00.png (2.2 MB)
Screenshot 2023-03-05 at 14.22.26.png (320.0 KB)

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Another one idea to reparent an object, but looks too clumsily.
And I still have no control over rotation of inner pivot.

the hierarchy is

-root(the box
--pivot(on top of the box)
---sphere(its bottom part is on top of the box, positioned relative to pivot)

Attachments:
Screenshot 2023-03-05 at 15.56.25.png (1.3 MB)
Screenshot 2023-03-05 at 15.58.16.png (385.4 KB)

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Hey, here is a simple setup using capture packed geo and control geo. You can create a HDA from the subnet for future use

Attachments:
basic_parenting.hiplc (380.6 KB)

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Wow! That is really interesting setup! Thank you so much for your example! It's the first example that I found that has custom pivots with rotations! Great!
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No problem, I mean its not a straight forward as in other packages but has a little more control once you have the setup.
here is a example where I included the pivot and pre positioned all the geo.
Edited by willh - 2023年3月13日 03:51:00

Attachments:
basic_parenting_pre_position.hiplc (382.7 KB)

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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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