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Houdini Indie and Apprentice » Can't export animation in FBX
- rayalez
- 13 posts
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@edward - I did specify the frame range, the checkbox just isn't there, take a look at the attached picture.
Houdini for Realtime » Exporting Houdini scene to WebGL/three.js
- rayalez
- 13 posts
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Did anyone manage to figure this out?
I'd love to find any way at all of exporting animated models from Hou to Godot (game engine).
Unfortunately, FBX exporter doesn't work at the moment, unable to split animation into multiple clips.
I'd love to find any way at all of exporting animated models from Hou to Godot (game engine).
Unfortunately, FBX exporter doesn't work at the moment, unable to split animation into multiple clips.
Technical Discussion » Multiple Animations in one FBX
- rayalez
- 13 posts
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Another issue - on Houdini 17.5.173 on Mac Os Catalina the "Export Animation Clips (Takes)" option is completely missing from the "Filmbox FBX" node. Does anybody know why? Can somebody help me out?
Houdini Indie and Apprentice » Can't export animation in FBX
- rayalez
- 13 posts
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Hi! I'm using Hou 17.5 in Mac OS Catalina.
I need to export an animation for a game, with multiple animation clips in the same fbx file.
But the "Export Animation Clips (Takes)" option is missing from the FBX ROP node on Mac. It is there on linux version.
Does anybody know why? Is there any other way to export multiple animation clips?
I need to export an animation for a game, with multiple animation clips in the same fbx file.
But the "Export Animation Clips (Takes)" option is missing from the FBX ROP node on Mac. It is there on linux version.
Does anybody know why? Is there any other way to export multiple animation clips?
Houdini Lounge » Houdini Scientific Application and Showcase
- rayalez
- 13 posts
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Sounds exciting, I'm not a scientist, but I'd love to check it out.
Personally, I'm the most curious about combining Houdini with DL.
Like in this talk [www.youtube.com], Anastasia Opara talks about using DL to speed up terrain generation.
Also check out some interesting visualizations [github.com](also made by her).
Feel free to email me to raymestalez@gmail.com.
Personally, I'm the most curious about combining Houdini with DL.
Like in this talk [www.youtube.com], Anastasia Opara talks about using DL to speed up terrain generation.
Also check out some interesting visualizations [github.com](also made by her).
Feel free to email me to raymestalez@gmail.com.
3rd Party » Will there ever be Houdini Engine for Godot?
- rayalez
- 13 posts
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Godot is quickly gaining in popularity, and even though it's not on par with Unity/Unreal yet, it is an excellent game engine, pure joy to work with. I would really love to see Houdini Engine for it. Do you think that will ever happen?
Technical Discussion » How can I move objects on Y axis while using Grid Snapping?
- rayalez
- 13 posts
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Hi everyone! I'm looking for some help.
I want to be able to move objects in 0.25 unit increments using the move handles, along X, Y, and Z axis.
I've turned on the grid snapping, it works great for X/Z movement, but it prevents me from lifting the objects off of the reference plane(the grid I see in the viewport), when I move the object it drops it onto this plane, setting it's Y coordinate to 0. But what I want is to move objects in 3 dimensions, along Y axis as well, I just want it to be discrete, snapping every 0.25 units.
Grid Snapping has an option called “Depth Snapping”, it seems like turning it off should allow me to move objects along Y axis, but it makes no difference…
Can you guys help me out?
I want to be able to move objects in 0.25 unit increments using the move handles, along X, Y, and Z axis.
I've turned on the grid snapping, it works great for X/Z movement, but it prevents me from lifting the objects off of the reference plane(the grid I see in the viewport), when I move the object it drops it onto this plane, setting it's Y coordinate to 0. But what I want is to move objects in 3 dimensions, along Y axis as well, I just want it to be discrete, snapping every 0.25 units.
Grid Snapping has an option called “Depth Snapping”, it seems like turning it off should allow me to move objects along Y axis, but it makes no difference…
Can you guys help me out?
Technical Discussion » Multiple Animations in one FBX
- rayalez
- 13 posts
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GlenD
In the ROP FBX Output node, there is an option in there to Export Animation Clips (Takes). It was implemented in 17.5.281. I hope this helps.
Hey guys! Can someone help me to figure out how to use this functionality? It looks perfect for what I need, but I can't seem to get it to work, no matter how hard I try.
The main take gets exported successfully, but the other takes(walk, idle) don't work.
Here's what I have done(scene in the attachment):
- Create an object(teapot)
- Animate it going up and down in main take (just to test)
- Create take called “rotating”, animate rotation in it.
- Create take called “scaling”, animate scale in it.
- Create Filmbox FBX ROP node. Switched to render frame range, selected the object, added clips named “rotating” and “scaling”
- Set different ranges for rotating/scaling clips, just for testing purposes.
- Exported it to FBX.
Results:
- Blender detects only the “Main” take, the one where transform is animated.
- Godot(my goal is to export animation into godot) creates animation node, but doesn't see any animations at all.
- I have used FBX to GLTF converter [github.com], it can't see any of the animations, says “Warning: animation ‘rotating’ has zero channels. Skipping.
Warning: animation ‘scaling’ has zero channels. Skipping.”
- I have used this converter [modelconverter.com]. It takes the animation from the main take, splits it into clips according to their frame ranges. But it doesn't detect animations included in takes at all.
- I have used this converter [blackthread.io], it also only detects the main take.
I'd really like to figure out how to make things work. None of the options I saw so far can detect animations included in takes.
Can somebody help me? I'm looking for any way to turn animation made in houdini into fbx or gltf.
Edited by rayalez - 2019年11月20日 14:53:14
Technical Discussion » Bouncing ball rigging, squash and stretch from two sides?
- rayalez
- 13 posts
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Hi! I am trying to rig a bouncing ball that has squash and stretch working like this(skip to 1:05):
Can you give me advice on how I can accomplish this effect?
Can you give me advice on how I can accomplish this effect?
Edited by rayalez - 2016年9月19日 21:19:01
Technical Discussion » How can I embed an asset into another asset?
- rayalez
- 13 posts
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Hi! I have created an asset(facial rig), and I want to use it as a part of another asset(character setup).
I'm saving both of them into one .otl file, but because I'm using the absolute path for the facial rig(“Save to the library” field in Type Properties) it stops working when I'm sending the .otl file to another computer.
How can I embed one asset into another, so that they would be contained in one file?
Also, when I'm trying to upload an asset to the orbolt, I'm getting an error “Embedded dependencies need to be within nested namespaces.” I'm assuming that this error is related. Can you explain to me what does this mean and how can I embed the asset “within nested namespaces”?
The Orbolt Smart 3D Asset Store » Error: OTL file missing dependencies
- rayalez
- 13 posts
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Hi! I am trying to upload an asset that has a different asset embedded in it, and I'm getting an error:
"OTL file missing dependencies: . Embedded dependencies need to be within nested namespaces. For more information see the namespaces section in the asset guidelines."
I'm not sure I understand what it means. Can you tell me how to fix this?
"OTL file missing dependencies: . Embedded dependencies need to be within nested namespaces. For more information see the namespaces section in the asset guidelines."
I'm not sure I understand what it means. Can you tell me how to fix this?
The Orbolt Smart 3D Asset Store » How can I delete an asset from orbolt?
- rayalez
- 13 posts
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Hi! I'm new to the orbolt, I have accidentally uploaded the wrong asset, and can't find a way to delete it. Can you help me out?
Technical Discussion » How can I save geo to .obj with several separate objects?
- rayalez
- 13 posts
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Hi! When I load an .obj file into houdini, it has multiple groups, one for each separate objects. But when I'm saving geometry(with file node) it saves it as one chunk.
Is there a way to save geometry with separate groups into an .obj file that has separate objects(named as groups) ?
Is there a way to save geometry with separate groups into an .obj file that has separate objects(named as groups) ?
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