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Mardini 2023 » Day 4 | Shape | Rough | Animation
- ryokanda
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Mardini 2023 » Day 1 | Shape | Round | Animation
- ryokanda
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Mardini 2023 » Day 3 | Shape | Obtuse | Animation
- ryokanda
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Mardini 2023 » Day 2 | Shape | Linear | Animation
- ryokanda
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MARDINI Daily Challenge 2021 » Day 13 Image | Nature | Grass
- ryokanda
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MARDINI Daily Challenge 2021 » Day 12 Image | Nature | Valley
- ryokanda
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MARDINI Daily Challenge 2021 » Day 11 Image | Nature | Wave
- ryokanda
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MARDINI Daily Challenge 2021 » Day 10 Image | Nature | River
- ryokanda
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MARDINI Daily Challenge 2021 » Day 9 Animation | Nature | Beach
- ryokanda
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MARDINI Daily Challenge 2021 » Day 7 Animation | Nature | Stone
- ryokanda
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MARDINI Daily Challenge 2021 » Day 6 Animation | Motion | Flow
- ryokanda
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MARDINI Daily Challenge 2021 » Day 5 Animation | Motion | Crash
- ryokanda
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MARDINI Daily Challenge 2021 » Day 4 Animation | Motion | Escape
- ryokanda
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MARDINI Daily Challenge 2021 » Day 3 Animation | Motion | Leap
- ryokanda
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Day3 : LEAP (Motion Sensor)
I have three LEAP Motions in my house, but I have never used them for my commercial works...
Edited by ryokanda - 2021年3月3日 11:50:56
MARDINI Daily Challenge 2021 » Day 2 Animation | Motion | Grow
- ryokanda
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MARDINI Daily Challenge 2021 » Day 1 | Motion | Bounce
- ryokanda
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Technical Discussion » KineFX BlendShape Export
- ryokanda
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Hi, I have a rigged character with blendshapes.
I can play blendshape animation by Character Blend Shapes SOP, and edit by Attribute Expression SOP.
Anyway, I cannot find a way to export these blendshapes to FBX file.
I tried to use ROP FBX Character Output SOP. But I cannot play blendshapes animation with FBX file exported.
I realized that “blendshape_channel” and “blendshape_name” primitive attributes disappear after exporting.
Manual says “The KineFX export nodes preserve all blend shape data.”, but I could not succeed.
https://www.sidefx.com/docs/houdini/character/kinefx/blendshapes.html [www.sidefx.com]
Is there a way to export FBX with blendshapes in KineFX workflow?
Thanks.
I can play blendshape animation by Character Blend Shapes SOP, and edit by Attribute Expression SOP.
Anyway, I cannot find a way to export these blendshapes to FBX file.
I tried to use ROP FBX Character Output SOP. But I cannot play blendshapes animation with FBX file exported.
I realized that “blendshape_channel” and “blendshape_name” primitive attributes disappear after exporting.
Manual says “The KineFX export nodes preserve all blend shape data.”, but I could not succeed.
https://www.sidefx.com/docs/houdini/character/kinefx/blendshapes.html [www.sidefx.com]
Is there a way to export FBX with blendshapes in KineFX workflow?
Thanks.
Edited by ryokanda - 2020年11月17日 13:11:12
HOULY Daily Challenge » Iron Man Challenge
- ryokanda
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HOULY Daily Challenge » Day 31 | Materials: Incandescent
- ryokanda
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HOULY Daily Challenge » Day 30 | Materials: Rough
- ryokanda
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