By the time I'm done sorting things out and cleaning things up I might as well have modeled the thing myself.
It's 2020, shouldn't there be a smarter way for Houdini to deal with .fbx files than this nonsense?
Midphase
Importing Nulls as Subnets isn't a fix either, it breaks things down in a slightly more manageable way (depending on how organized the person who created the geo was), but it's also still an incredibly clunky way of dealing with more complex models.
jsmack
In what way is that different than importing to other software?
jsmackManaging subnets and hierarchies in Houdini is a PITA and much more limited than in other software.Midphase
Importing Nulls as Subnets isn't a fix either, it breaks things down in a slightly more manageable way (depending on how organized the person who created the geo was), but it's also still an incredibly clunky way of dealing with more complex models.
In what way is that different than importing to other software?
Midphase
You don't think I've evaluated all of the different ways of dealing with this before posting in frustration?
The current implementation is not good and you know it. We're all Houdini fan boys here, but that doesn't mean that we shouldn't demand improvements when something is clunky compared to other DCC's.
Importing directly into a File node solves some issues and creates others that have to be dealt with in other ways, and when doing a great deal of re-shading the resulting network can get just as complicated real quick.
Importing Nulls as Subnets isn't a fix either, it breaks things down in a slightly more manageable way (depending on how organized the person who created the geo was), but it's also still an incredibly clunky way of dealing with more complex models.
Recently Kitbash 3D started offering Houdini native files, where they basically take it upon themselves to organize and arrange their kits in a way that makes more sense to the end user, but unfortunately they're just one developer out of hundreds.
I think SideFX needs to rethink the way importing geometry into Houdini is handled, it's been long overdue.
OneBigTree
..at which point you have to wonder why you would not do the rest of the work in the other DCC…