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toonafish
Is there a way to simply select some geometry nodes and export them to an OBJ , FBX , or whatever in Houdini ?

I just spent more then an hour trying to export a few dozens of geo nodes I selected in a scene , and strangely enough after some googling all I could find is the "modify/combine" that is extremely slow and just gives me rubbish and errors.

Then I tried creating a new Geo node and thought I could just drag and drop the objects into it from the operator tree or another Network View, but that also doesn't work.
All it does is set the Network View you want to drag into, to content of the Network View you dragged from , nothing gets merged or dragged into the node no matter if you set it to "follow" or not.

Where's the logic in that ???

Really, basic stuff like this is so frustrating in Houdini , in any 3D app that just takes a few seconds , and in Houdini it seems to be just a complete mess.

Or does anyone know a quick and reliable way to do this, without having to manually add an "object_merge" node and manually select every single object into a new GEO node and then merge and export all besides the crappy "Combine" ?
toonafish
Strangely enough a system reboot solved the drag and drop issue.

The magical world of Houdini.

But does anybody know how to drag multiple objects simultaneously into another geometry node ?

It seems only possible to add a single object at a time.
Gaalvk
Honestly, I'd love to help, but I completely misunderstood what you're selecting and what your goal is.
To export a geometry node to obj, right-click, select "save," and specify the path and extension. The unusual thing here is that you have to manually specify the file extension, which will determine the format. For FBX output, use ROP FBX output.
I'm completely confused about drag-and-drop—where and why?
object_merge is a very good node, but you need to figure it out because when dragging geometry from object to object, you need to account for container transformations, and object_merge already provides these services. To speed things up, I've seen plugins and even made my own scripts. A hotkey creates a branch with a null node in the current node, and object_merge references this null node. Then you copy-paste it to another object, for example. So it's literally just two clicks. But unfortunately, there's no such service by default. Remember that these are links, not duplicates, and this greatly simplifies the scene, but also carries the risk of breakage if we change something earlier. If you are already satisfied with the result, it is better to immediately set stash and cache the geometry. I do this because otherwise, an accidental shift of some handle will break the entire tree, and finding the cause will be incredibly difficult. So, there are pros and cons side by side. You have to be careful. Simple duplication with drag-and-drop, as you like, can easily lead to a huge, barely moving file (I once received a 1.5 gigabyte file in Bender with such a quick solution from the client, and it was excruciating, and there was no time to redo it). So links are very good. Don't forget about QuickMarks on numbers and quickly jumping between nodes. So you can very quickly switch and copy anything anywhere with hotkeys. Or open additional windows. Only practice will help you here. You can do it very quickly
toonafish
Hey thanks , maybe I didn't explain very well..

It's very simple , I'm in Obj context ( not Solaris ) and want to merge and export a lot of objects in my scene as a single merged Obj or whatever.

Of course I can "RMB > save" an object, or use the Export ROP , but I'd have to merge all the objects I want to export first right ?

How would I do that, besides manually adding every single object one at time into a new GEO node , and add a Merge and export ROP ?
Gaalvk
Ah, I see. Then it's simpler. Try this.

Select the ones you want to export and press shift-c – they'll be grouped into subnet 1.
Next, create a ropnet, and inside it, create a filmbox FBX node. In the Export field, specify what you want to export, which is /obj by default. I don't remember whether I need to add /obj/* at the end of /* – for everyone, or for our group – /obj/subnet1/*. Sometimes it works without /*, but sometimes it's mandatory. I can never remember it and try both. Below is the fbx file name. The settings there are different, so it's best to read the documentation.

Another option for exporting the entire scene to FBX is through the main File menu – there's an Export item near the very bottom, and then Filbox Fbx. Honestly, I don't remember how this differs from the ROP node, but I think it exports the entire scene. Well, that might be right for you.
In RopeNet, you can also call the Geometry node and export to obj, but it doesn't support subnets, only single objects, which is uninteresting.
I think I've missed something else about exporting, but I haven't thought of anything yet. Maybe someone else will add it.
toonafish
Great, the Subnet does the trick.

And I noticed that if I don't want to move the selected Geo into the Subnet , I can just create a new Subnet and manually copy paste what I selected in the viewport into it.

Strangely enough it seems to only support FBX and USD, Obj would be nice as well.

But brilliant, thanks a lot , 100 bonus points for you ! :-)
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